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Message no. 1
From: Jon Szeto <JonSzeto@***.COM>
Subject: Ship damage idea
Date: Sun, 14 Jun 1998 17:56:15 EDT
Since a lot of people have been talking about ships and such recently, I
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
Message no. 2
From: K is the Symbol <Ereskanti@***.COM>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 01:43:23 EDT
In a message dated 6/14/98 4:57:47 PM US Eastern Standard Time,
JonSzeto@***.COM writes:

> 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.

Okay, I've absorbed this much...

> 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.

Oh goodie, look, STAIRS!!!

> 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)

This seems okay to me. Is this as compared to the "end result" of the damage
(after successes staging and the like?) or is compared to ONLY the base
damage?

> 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.

One's are always failures after all...

> 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.

EWww LOTS OF MATH (for a game anyway). All of the sudden I am not certain I
like all of this. I could do the math, sure. Most, if not all of my group
here could, sure. BUT A NEWER GAMER!?!?!?! No way...

> NAVAL WEAPONS AGAINST CHARACTERS/VEHICLES
>
> To convert naval damage codes into damage codes for characters or vehicles,
> follow the steps below:

<snipped suggestions>

Jon, please. You are obviously considering some cool stuff, but in all
honesty, humility aside, when a weapon with a "N" code hits a character, and
if they don't have some form of Draconic/Divine assistance, they die. OKAY?!?
What's so hard about that? Mike and I use the rules in the books as they
stand, and have had zero difficulties as far as I can remember.

It also ensures that characters (players) do NOT get cocky and try and figure
out how to stand up and "take the damage" from a Missile Carrier or similar
device. hell, those are the moments when the Melodrama and Drama and Roleplay
-really- kick in the hardest.

Especially when we figured out a way to make a -REALLY- big bomb using the R2
rules (sure it's expensive, it does 100-D- damage, it's supposed to be
expensive...)

-K


>
>
> Comments? Thoughts? Flames? Carps?
>
Message no. 3
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 15:59:29 +1000
> 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.

They seem workable to me... the sort of categorisation described above
reminds me too much of MDC and SDC weapons from Palladium...

While you are at it, though, you should give thought to extending the
system. There's nothing intrinsically special about naval weapons: an
artillery battery could be built to reproduce the guns on the Iowa, and
missiles can be launced from (and at) land installations as well. If
possible, you should generalise the naval weapons category to simply being
the next step up from Vehicle Damage.

--
Robert Watkins robert.watkins@******.com
Real Programmers never work 9 to 5. If any real programmers
are around at 9 am, it's because they were up all night.
Message no. 4
From: Deosyne <deosyne@*********.NET>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 02:22:35 -0400
K is the Symbol wrote:
>

<HASSAN!-snip>

> > 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.
>

Normal firearm --> ship. Heh. Reminds me when we were floating out in
the Gulf near shore. Every once in a while, some smartass would pop off
a few rounds at the ship. Fun to watch the sparks jump from the hull in
the midst of a cloud of paint chips. :)

> Oh goodie, look, STAIRS!!!

Save me a spot please.

>
> > 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)
>

That would infer that something smaller COULD possibly do some real sort
of damage to a ship. Assuming that an assault rifle round did happen to
find that small rusty patch on the hull a go through... So what? Still
doesn't mean anything to the ship, except that the Hull Techs get
something to patch later.

> This seems okay to me. Is this as compared to the "end result" of the
damage
> (after successes staging and the like?) or is compared to ONLY the base
> damage?
>

I'd assume base, but I'm still having a hard time seeing this at work.

> > 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.
>
> One's are always failures after all...

Although you could say that anything at 1 or below is ineffective, so
that midlevel weapons (Barrets, MGs, etc.) could be used, while that .38
Special you hide away for special occasions would be more useful pointed
at your own head.

>
> > 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.
>

In this case, perhaps. Maybe a size rule could be added (Hull 3 and
below kind of thing).
> EWww LOTS OF MATH (for a game anyway). All of the sudden I am not certain I
> like all of this. I could do the math, sure. Most, if not all of my group
> here could, sure. BUT A NEWER GAMER!?!?!?! No way...

Some folks will jump on it just for the number-crunching. :)

>
> > NAVAL WEAPONS AGAINST CHARACTERS/VEHICLES
> >
> > To convert naval damage codes into damage codes for characters or vehicles,
> > follow the steps below:
>
> <snipped suggestions>
>
> Jon, please. You are obviously considering some cool stuff, but in all
> honesty, humility aside, when a weapon with a "N" code hits a character,
and
> if they don't have some form of Draconic/Divine assistance, they die. OKAY?!?
> What's so hard about that? Mike and I use the rules in the books as they
> stand, and have had zero difficulties as far as I can remember.
>
> It also ensures that characters (players) do NOT get cocky and try and figure
> out how to stand up and "take the damage" from a Missile Carrier or similar
> device. hell, those are the moments when the Melodrama and Drama and Roleplay
> -really- kick in the hardest.
>

Yeah. When we were out to sea, the folks in Combat Cargo would float out
this big red inflatable ball we called the "Killer Tomato" so the 5
inchers could fire around it to guage their accuracy. Once, they
actually hit the thing dead on. That 20 foot Tomato became 30 square
yards of confetti. NOBODY'S gonna walk away from that kind of hit.

> Especially when we figured out a way to make a -REALLY- big bomb using the R2
> rules (sure it's expensive, it does 100-D- damage, it's supposed to be
> expensive...)
>

You too, eh? :)
> -K
>
> >
> >
> > Comments? Thoughts? Flames? Carps?
> >

All out right now, maybe later. :)

--
Deosyne

That which does not kill me has made a big f-----g mistake.
Message no. 5
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 16:32:22 +1000
> Normal firearm --> ship. Heh. Reminds me when we were floating out in
> the Gulf near shore. Every once in a while, some smartass would pop off
> a few rounds at the ship. Fun to watch the sparks jump from the hull in
> the midst of a cloud of paint chips. :)

Fun to watch the sparks jump from the hull, landing in the puddle of avgas,
causing a raging inferno to engulf the ship...

Not likely, but possible. In other words, yes, it's possible for normal
firearms to damage a ship, however unlikely. OTH, an assault cannon should
be able to do some noticable damage to an escort vessel, and it uses the
same damage scale. So a conversion mechanism makes sense.

> Yeah. When we were out to sea, the folks in Combat Cargo would float out
> this big red inflatable ball we called the "Killer Tomato" so the 5
> inchers could fire around it to guage their accuracy. Once, they
> actually hit the thing dead on. That 20 foot Tomato became 30 square
> yards of confetti. NOBODY'S gonna walk away from that kind of hit.

Except the bozo who had a barrier spell up. The barrier spell was cast with
Ritual Sorcery, and has an effective barrier rating of, oh, 50 (pile zeros
on the end, if you wish). In other words, yeah, sure in most cases we know
what's going to happen, but there are cases where a conversion makes sense.

--
*************************************************************************
* .--_ # "My opinions may have changed, but not the fact *
* _-0(#)) # that I'm right." -- Old Fortune Saying *
* @__ )/ # *
* )=(===__==,= # Robert Watkins <---> robert.watkins@******.com *
* {}== \--==--`= # *
* ,_) \ # "A friend is someone who watches the same *
* L_===__)=, # TV programs as you" *
*************************************************************************
Message no. 6
From: Deosyne <deosyne@*********.NET>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 02:44:38 -0400
Robert Watkins wrote:
>
> > Normal firearm --> ship. Heh. Reminds me when we were floating out in
> > the Gulf near shore. Every once in a while, some smartass would pop off
> > a few rounds at the ship. Fun to watch the sparks jump from the hull in
> > the midst of a cloud of paint chips. :)
>
> Fun to watch the sparks jump from the hull, landing in the puddle of avgas,
> causing a raging inferno to engulf the ship...

Sparks igniting JP-5... <chuckle> But I see your point. :)

>
> Not likely, but possible. In other words, yes, it's possible for normal
> firearms to damage a ship, however unlikely. OTH, an assault cannon should
> be able to do some noticable damage to an escort vessel, and it uses the
> same damage scale. So a conversion mechanism makes sense.
>

Which is why I think those conversion rules should only be applied in
certain cases, i.e the assault cannon being fired at a trawler.

> > Yeah. When we were out to sea, the folks in Combat Cargo would float out
> > this big red inflatable ball we called the "Killer Tomato" so the 5
> > inchers could fire around it to guage their accuracy. Once, they
> > actually hit the thing dead on. That 20 foot Tomato became 30 square
> > yards of confetti. NOBODY'S gonna walk away from that kind of hit.
>
> Except the bozo who had a barrier spell up. The barrier spell was cast with
> Ritual Sorcery, and has an effective barrier rating of, oh, 50 (pile zeros
> on the end, if you wish). In other words, yeah, sure in most cases we know
> what's going to happen, but there are cases where a conversion makes sense.
>

All bets are off when an extrodinary factor, such as magical protection,
comes into play. But Average Joe Shadowrunner and his trusty Armani Flak
Jacket is gonna get mighty squishy. Besides, ritual sorcery to cast a
force 50 barrier in the time it takes for a shell to leave the gun and
hit the target?!? But once again I see your point. :) And who the hell
is firing 5 inch shells at an individual anyway? :)
> --

<snip .sig>

--
Deosyne

That which does not kill me has made a big f-----g mistake.
Message no. 7
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 16:54:25 +1000
Deosyne writes:
> Which is why I think those conversion rules should only be applied in
> certain cases, i.e the assault cannon being fired at a trawler.

But the easiest way to do these is as Jon had already suggested... have the
damage get adjusted by some factor, based on the ship class, and eliminate
the ones that get reduced down too far. Sure, you get some anomalies (such
as a sniper rifle being able to do some damage, still), but it's workable.

> > Except the bozo who had a barrier spell up. The barrier spell
> was cast with
> > Ritual Sorcery, and has an effective barrier rating of, oh, 50
> (pile zeros
> > on the end, if you wish). In other words, yeah, sure in most
> cases we know
> > what's going to happen, but there are cases where a conversion
> makes sense.

> All bets are off when an extrodinary factor, such as magical protection,
> comes into play. But Average Joe Shadowrunner and his trusty Armani Flak
> Jacket is gonna get mighty squishy. Besides, ritual sorcery to cast a
> force 50 barrier in the time it takes for a shell to leave the gun and
> hit the target?!? But once again I see your point. :) And who the hell
> is firing 5 inch shells at an individual anyway? :)

Because it's a magical terrorist group, and the bozo(s) sitting under it are
Public Enemy No 1. They set up the barrier some time before the ship arrived
on the scene, and if the ship doesn't do anything RSN, they're going to get
plastered by the powerball being conjured, that's going to have about 50
successes behind it (okay, it's only 6 meters in radius, but that's going to
be a 12-meter wide sphere of destruction in your hull line, boyo... ;O). Oh,
and that's ANOTHER reason we need conversion methods.

ObDisclaimer: All figures mentioned here are purely hypothetical. Any
resemblance of these figures to those used in a real game are purely
coincidental and highly munchkinous. Thus speaks the GM who had a player who
scored 73 successes on a spell casting test once (it was a powerball spell,
too). Oh, and that was _normal_ spell casting, not ritual sorcery.

--
.sig deleted to conserve electrons. robert.watkins@******.com
Message no. 8
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 03:55:28 -0500
On Mon, 15 Jun 1998 01:43:23 EDT K is the Symbol <Ereskanti@***.COM>
writes:
>In a message dated 6/14/98 4:57:47 PM US Eastern Standard Time,
>JonSzeto@***.COM writes:
>> 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.

>Okay, I've absorbed this much...

>> Here's are some ideas I've thought of:
>>
>> NORMAL AND ANTI-VEHICLE (NON-NAVAL) WEAPONS ON SHIPS
<SNIP>
>> take the following steps to resolve the damage code.

>Oh goodie, look, STAIRS!!!

ROFL!

<SNIP System>

>EWww LOTS OF MATH (for a game anyway). All of the sudden I am not
certain I
>like all of this. I could do the math, sure. Most, if not all of my
group
>here could, sure. BUT A NEWER GAMER!?!?!?! No way...

I dunno about that ... I didn't seem that bad ... but then again I
-enjoyed- Calculus 2 ;) I could do the above Math in my head :)

>> NAVAL WEAPONS AGAINST CHARACTERS/VEHICLES
>>
>> To convert naval damage codes into damage codes for characters or
vehicles,
>> follow the steps below:

><snipped suggestions>

>Jon, please. You are obviously considering some cool stuff, but in all
>honesty, humility aside, when a weapon with a "N" code hits a character,
and
>if they don't have some form of Draconic/Divine assistance, they die.
OKAY?!?
>What's so hard about that? Mike and I use the rules in the books as
they
>stand, and have had zero difficulties as far as I can remember.
>
>It also ensures that characters (players) do NOT get cocky and try and
figure
>out how to stand up and "take the damage" from a Missile Carrier or
similar
>device. hell, those are the moments when the Melodrama and Drama and
Roleplay
>-really- kick in the hardest.
>
>Especially when we figured out a way to make a -REALLY- big bomb using
the R2
>rules (sure it's expensive, it does 100-D- damage, it's supposed to be
>expensive...)
>
>-K

I dunno, but I think the second part was included 1) mainly to convert
Naval scale to vehicle scale (hey this starting to sound like Starwars!)
and 2) for completeness :) You'd have to check with Jon Szeto, though :)
... Hmmm ... looking at the Naval Guns, Jon's Sys seems to be a bit
nastier ... per standard rules, the Light Naval Guns do 8LN, or 20D ...
according to Jon's Sys, they would do (8*[1+1]) or 16D with 5 boxes of
overflow ... Medium Guns are even nastier. Compare 25D to 33D with 11
boxes of overflow ... and I'm assuming this is *before* converting from
vehicle scale to character scale (making that what? 32D with 6 boxes of
overflow & 66D with 12 boxes of overflow? or 34D with 5 boxes and 68D
with 11 boxes?) go ahead ... let the char roll ... I'd like to seem
him/her do it ... (Hand of God not withstanding)

>> Comments? Thoughts? Flames? Carps?

None of the last two from me :) ... looks good IMO :)

D.Ghost
(aka Pixel, Tantrum, and RuPixel)
"Let he who is without SIN cast the first stone"

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Message no. 9
From: Gurth <gurth@******.NL>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 13:14:49 +0100
Jon Szeto said on 17:56/14 Jun 98,...

> NORMAL AND ANTI-VEHICLE (NON-NAVAL) WEAPONS ON SHIPS
[snip]

Looks good.

> NAVAL WEAPONS AGAINST CHARACTERS/VEHICLES
>
> To convert naval damage codes into damage codes for characters or vehicles,
> follow the steps below:
[snip]

Aain, this looks good, although perhaps the Power Level
calculation could be done in a different way, namely by basing it
on the target's Body (if a vehicle) to keep it consistent with the
way the PL is reduced when a normal weapon hits a ship?

> 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.

One small problem I see here is that the damage drops off
in a different way than that of normal explosive weapons;
for starters the Damage Level reduction doesn't apply to
normal explosives, and the -10/m is also very steep compared to
grenades and missiles, except for some anti-armor weapons.

A 10LN weapon would have a Power Level of 20, and cause 15
boxes of damage to non-ship targets. Damage would be like this,
if I understand your rules correctly:

Range (m) Damage
1 20D(+5 boxes)
2 10D(+4 boxes)
3 0D(+3 boxes)
4 0D(+2 boxes)
5 0D(+1 box)
6+ 0D

So in essence the round won't hurt anyone more than 2 m away
from the point of detonation...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
An intelligent computer would be one that doesn't work most of the time.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 10
From: Gurth <gurth@******.NL>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 13:14:51 +0100
Deosyne said on 2:44/15 Jun 98,...

> And who the hell
> is firing 5 inch shells at an individual anyway? :)

Maybe not at a specific, individual target (as in "Hey, there's
someone walking along the beach... Let's see if we can plant a
shell between his eyes!") but I can very well imagine such guns
being used for shore bombardment, and people getting caught in
the blast.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
An intelligent computer would be one that doesn't work most of the time.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 11
From: "Ubiratan P. Alberton" <ubiratan@**.HOMESHOPPING.COM.BR>
Subject: Re: Ship damage idea
Date: Mon, 15 Jun 1998 22:14:46 -0300
Robert Watkins wrote:
>
>
> Because it's a magical terrorist group, and the bozo(s) sitting under it are
> Public Enemy No 1. They set up the barrier some time before the ship arrived
> on the scene, and if the ship doesn't do anything RSN, they're going to get
> plastered by the powerball being conjured, that's going to have about 50
> successes behind it (okay, it's only 6 meters in radius, but that's going to
> be a 12-meter wide sphere of destruction in your hull line, boyo... ;O). Oh,
> and that's ANOTHER reason we need conversion methods.
>


When dealing with magic on this scale, I'd just ignore the rules.

Bira
Message no. 12
From: Danyel N Woods <9604801@********.AC.NZ>
Subject: Re: Ship damage idea
Date: Tue, 16 Jun 1998 17:33:41 +1200
Quoth Jon Szeto (0956 15-06-98 NZT):

<<SLICE>>
>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.
<<SLICE>>

Brilliant idea, Jon, and I can't see anything much wrong with what you
have. (I was just wondering if it was possible to sink a warship with a
salvo of Outlaw-IIs, too... Are you psychic?) One point: where does the
ship's Bulwark Rating figure in this system? Does it reduce the Power
of the inflicted damage, as for normal naval weapons?

Danyel Woods - 9604801@********.ac.nz
Who is busily dreaming up mutant Stuarts and Aohanas for the Republic of
New Zealand Navy - Imperial Japanese Navy, eat yer heart out...

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