From: | Jon Szeto <JonSzeto@***.COM> |
---|---|
Subject: | Ship damage idea |
Date: | Sun, 14 Jun 1998 17:56:15 EDT |
thought I'd toss out an idea or two I was thinking WRT ships.
DISCLAIMER: This has nothing to do with 3rd edition, the aborted ship
construction rules, or anything else I''ve worked on/working on/planning to
work on. It's just a few ideas I'm tossing out to get some feelers.
As stated in Cyber-Pirates, normal weapons have no effect on ships, and naval
weapons generally destroy anything smaller than a ship. While adequate, I've
always wondered if there was a better way of handling this.
Here's are some ideas I've thought of:
NORMAL AND ANTI-VEHICLE (NON-NAVAL) WEAPONS ON SHIPS
Whenever a normal firearm or a non-naval anti-vehicle weapon (IOW, one
with a damage code that does NOT have an "N" on the end), strikes a ship, take
the following steps to resolve the damage code.
1) Reduce the damage level (L,M,S,D) by a number of steps equal to the Hull
Rating +1. If this reduces the damage level below L, the weapon has no effect.
If not, then the end result is the equivalent base damage level on a naval
scale (LN, MN, SN, DN)
2) Divide the weapon's Power by the ship's Hull Rating + 2, rounded down. If
the result is less than 2, round the result up to 2.
3) Resolve the Damage Resistance Test as normal.
EXAMPLE: A gang of pirates fires an AVM (damage 16D) against a small trawler
(Hull 2), and it strikes on one side. Before the trawler makes its Damage
Resistance Test, the damage has to be converted to naval scale. First, the
damage level (D) is reduced by 3 steps (Hull 2, plus 1) to L. Then, the AVM's
Power (16) is divided by 4 (Hull 2, plus 2). So the trawler makes its Damage
Resistance Test against a damage code of 4LN.
NAVAL WEAPONS AGAINST CHARACTERS/VEHICLES
To convert naval damage codes into damage codes for characters or vehicles,
follow the steps below:
1) Multiply the Power by a number equal to the number of boxes done by the
appropriate damage level, plus 1. For example, if a naval weapon has a damage
level of LN (1 box), then you would multiply the Power by 2 (1+1). Likewise,
if a naval weapon has a damage level of SN (6 boxes), then you would multiply
the Power by 7.
2) Naval damage levels translate into a number of boxes of Physical Damage, as
listed below:
LN: 15 boxes damage
MN: 21 boxes damage
SN: 28 boxes damage
DN: 36 boxes damage
(Note that this is a pyramid series, continuing from the point where damage
level D left off.)
3) Resolve Damage Resistance Test as normal. Every two successes stage down
damage 1 level, from DN to SN, SN to MN, and so on. If the damage is staged
below LN, then it drops down to damage level D, and is further staged down
normally. Naval weapons are considered anti-vehicle weapons, so vehicles don't
get the automatic 1-level of staging down.
4) Naval weapons are area effect weapons. For every meter radius away from
ground zero, reduce the Power by 10, and reduce the number of boxes of damage
done by 1. When the number of boxes damage reaches 10 (the same as for damage
level D), then treat the attack as a normal area-effect attack at damage level
D.
Comments? Thoughts? Flames? Carps?
-- Jon