From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Tue, 30 Jan 2001 10:09:07 -0500
Subject: Yes Sheild/No Armor Weapons; Kinetic sheilds; Weapon Archive
Karl Heinz wrote
> Not a specific comment about your suggestion, but ...
How
> about some weapons that are affected by shields, but do ignore armor or
Some stuff Dean Gundberg and I talksd about quite a while ago might fit this
bill:
Graviton Beams - Each point of energy used gives 1 d6 to roll (like EFSB
HBW) with a -1 modifier per each portion of 8" range (0-8" -1, 8-16" -2,
16-24" -3, 24-32" -4, 32-40" -5), 6's get a re-roll. Each level of
screens
on the target ship is a -1 modifer on damage roll (no modifier for
screens
on re-rolls). Grav beam penetrates armor after one armor box is hit
(like
K-guns). PSB is the Grav Beam damages the whole ship by molecular shear.
Mass 3 +1/arc (max 3 arcs), Cost 3pts/mass
Other grave wepons would use the same armor-skipping PSB of a "ship
shaking"
type attack (like the (shudder) SFB Andromedan T/R beam)
Another idea is similar to Brendan's Mind Control Lasers - but I thought
of
it as a telepathic attack, either from a PSI-corps type setup or a
telepathic race. Different dynamic but similar concept. Sheilds disrupt the
attack, armor is ignored. Attacks differ from telepathic control of crew (for
"boarding action" combat) to telekenetic control (or disruption of control) of
the ship.
Schoon said:
> I don't care for the idea of "improved shields" against everything as
I felt the same way. Here's what I came up with at the Skunkworks:
1. (maybe poorly balanced) Gravitic Shields - Same function as normal
screens, but works against particle, torp, or mass (i.e. RG)
weapons/missiles/torpedoes only. Ship with gravitic shields cannot
fire particle
weapons/missiles/torpedoes on turns the shields are active.
Fighters treat shields as screens of same
level. Cost/mass/levels are the same as screens. Missiles, SLMs,
Torps, receive -2 per die of damage
per shield level (max level is 2). Energy weapons (or other weapons affected
by screens) are not affected by Gravitic Shields. Alternate effect (cinematic
only): Instead of restrictions on firing weapons, ship with active Gravitic
Shields has thrust reduced by 50%.
Plus two "all-purpose shield systems - I won't vouch for their level of
balance without having tested them:
1.Mass/Energy Shields (ME shield) - Trek type shield. System has
emitters and generators generator
costs 5% ship mass/level. Emitters: 360 degree coverage = 3 mass,
180 = 2 mass, 60 = 1 mass. Acts as screen against beam weapons. Reduces other
damage by shield level. If a shield facing receives more damage than its level
from a single source (weapon, not ship), the emitter facing that direction
makes a threshold check at current level.
2.Damage Shield - Generic damage absorption shield. Mass is 2% ship
mass per shield point (1 mass per point minimum), cost is 3 points per Mass.
Each shield point has its
own box on the SSD + 1 box for the
generator. When damage is taken from any source over one turn, it is applied
to the damage shield first, until the shield has absorbed as many points as it
has boxes. Each box that absorbs damage rolls a threshold at the current
level, and burns out if it fails (i.e. that box cannot absorb damage on
subsequent
turns until/unless repaired). If the Shield is overwhelmed (damge
received is greater than number of functioning shield boxes), then the
generator also takes a threshold check. When a normal threshold due to
damage is called for, each shield box _and_ the generator take
another threshold roll. SSD Symbols: Each shield point is an open diamond,
forming a row above Armor. The Shield Generator is an open octagon at the end
of the shield row.
And finally:
Beth Fulton Said:
> The recent exchange of weapon ideas reminded me to ask whether or not
My skunkworks page has ideas by other people as will as my own, but it's not
comprensive. It is something, however, I think I wouldn't mind undertaking. I
think I'm going to start looking around and collecting.