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ANDROMEDAN SYSTEMS:
POWER ABSORPTION PANELS:
The Andromedan Invasion vessels appear to defy conventional starship construction philosophy by eschewing shielding technology and using what appears to be an advanced form of energized hull plating. But upon further observation, initial reports have proven incorrect as to the nature of the technology. Further observation indicates that the ships use some form of power absorption and distribution technology far in advance of any of the Alpha Quadrant powers have or can readily match. The technology has been noted as being capable of absorbing directed energy fire from most of the Alpha Quadrant powers, as well as absorbing raw kinetic impacts from debris and asteroids, converting it to power that can be utilized by the vessel and rerouting large amounts of power to ships systems within femto-seconds. As to how it does this is open to debate, as no pieces of Andromedan ship’s technology has ever been captured intact in sufficient condition to allow analysis.
Game Mechanics: Functionally speaking, the purchasing, installation, and space costs of Andromedan defensive systems will go off of Table 1.19 on page 22 of Starships or Table 9.13 Deflector Shield Costs on page 143 of the Narrators Guide. However there are special rules which should be taken into consideration given the alien nature of the systems in question
The Power Absorption Panels (afterward PAP) have two modes: The default state will be “Powersave” mode, where the panels will function mechanically as regular shield systems, with a foot note that the panels appear to also function as a form of navigation deflector as well. The ship also is treated as having a Monotanium Hull, due to the PAP’s absorption of all ambient energy falling upon the ship. Please note: due to the nature of the panels, attempting to transport personnel over to a so equipped vessel is ill-advised.
The secondary and far more dangerous state “Active” occurs after the Kelvan vessel has made a Power Transfer maneuver from reserves to bring them into full combat mode. At this point, femto-second power transfer conduits between the PAP’s and a distributed network of high capacitance batteries in the vessel to store the collected energy. Mechanically speaking, any salvo that is equal or less than the ships Threshold will be absorbed by the panels and stored within the capacitors for usage by the ship.
Capacitance Systems storage for the vessel are equal to Ships Size x 10 in ‘points’. Secondary Capacitance modules on vessels can be purchased for 10 x Ships Size and need to be stored in the main hanger bay. Andromedan capacitors are exceptionally bulky and are normally designed into the ships frame, thus this is not a normal configuration for an Andromedan vessel.
If the Ship’s Capacitor-PAP system is in danger of overloading (read: getting full of power), The Andromedan ship can elect to dump energy out from the panels into open space. This serves to bleed power from the over-taxed panels, and adds a +5 difficulty to target the vessel due to the amount of hard radiation being dumped into the void. The downside is that the ship cannot absorb any energy during the dumping process and needs a turn to re-adjust. Treat any incoming salvo as a normal combat hit and resolve normally.
If the ship reaches overload point and the capacitors detonate, treat as a ship having initated self destruct, but add the total capacitance storage of the vessel x2 to the total damage given. Large Andromedan vessels tend to go up like a small nova when overloaded…
Notably, the PAP seems to have a problem with Klingon derived disruptor systems (treat Threshold as half vs Klingon disruptors).
SPACEFOLD SYSTEM: To make matters worse, The Andromedan have perfected a form of in-system Warpspace fold where in the ship in question can fold itself (or other ships) at will over a distance of several AU’s if necessary or as little as a few kilometers. The tactical applications of this ability should not be underestimated by any means.
Mechanics: This secondary drive system requires Three Power from the ships capacitors to function or two turns of power transfer from the warp drive to gain sufficent charges to work. While navigation for Andromedan vessels remains relatively normal when using the fold system (treat a Space Fold as a maneuver of going to warp), using it on an enemy vessel is a more dicey maneuver and is generally used to break up ship formations. As to where the ship ends up in system is left to the GM’s imagination. Space issues, I’m still up in the air about, as large vessels tend to have several of these devices aboard for satellite ship retrieval.
Comments are welcom as usual
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Will be adding uses for store power for the Andros and how much power can be dumped at any one time. D'oh! just need general feed back at this point
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I like the shields system, it sounds pretty good. Can we have an example ship, to show how the mechanic works in practice, as I am a little confused on how much damage the ship takes, if it's hit.
The Folding drive also sounds inreaguing. Is this the ships actual drive system.. I.e. can it go very far (you've only listed a couple of AU) or does it have to use regular warp drive for that (albeit very fast, since they are very advanced, something akin to Quantum Slipstream).
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Example ship is coming after some adjustments to the basic rules set.
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I'm not sure what BC has in mind, but the Displacement device was the primary form of interstellar travel.
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Hmm...they changed the fluff a bit in the newer edition. I seem to remeber during Operation Unity tha the Andros used Transwarp Conduits to send ships form the Lesser Magellanic Cloud to the milky way. Tho How they got from andromeda to the Lesser Magellanic, The DisDev makes a bit more sense, becuases thats a very long time to run any set of warp engines. *rereads SFB booK*
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Rules Updates
ANDROMEDAN SYSTEMS:
POWER ABSORPTION PANELS:
The Andromedan Invasion vessels appear to defy conventional starship
construction philosophy by eschewing shielding technology and using
what appears to be an advanced form of energized hull plating. But
upon further observation, initial reports have proven incorrect as to
the nature of the technology. Further observation indicates that the
ships use some form of power absorption and distribution technology
far in advance of any of the Alpha Quadrant powers have or can readily
match. The technology has been noted as being capable of absorbing
directed energy fire from most of the Alpha Quadrant powers, as well
as absorbing raw kinetic impacts from debris and asteroids, converting
it to power that can be utilized by the vessel and rerouting large
amounts of power to ships systems within femto-seconds. As to how it
does this is open to debate, as no pieces of Andromedan ship's
technology has ever been captured intact in sufficient condition to
allow analysis.
Game Mechanics: Firstly, The PAP system costs size x2 for space
The Power Absorption Panels (afterward PAP) have two modes: The
default state will be "Powersave" mode, where the panels will function
mechanically as regular shield systems, with a foot note that the
panels appear to also function as a form of navigation deflector as
well. The ship also is treated as having a Monotanium Hull, due to the
PAP's absorption of all ambient energy falling upon the ship. Please
note: due to the nature of the panels, attempting to transport
personnel over to a so equipped vessel is ill-advised. In "powersave"
mode, the ship's Protection/Threshold rating is 5/Size. So a size 4
vessel would have a P/T of 5/4
The secondary and far more dangerous state "Active" occurs after the
Andromedan vessel has made a Power Transfer maneuver from reserves to
bring them into full combat mode. At this point, femto-second power
transfer conduits between the PAP's and a distributed network of high
capacitance batteries in the vessel to store the collected energy. The
efficiency of the absorption system is relative to the vessels size
and a ships Protection/Threshold rating is equal to 5/Sizex2. So a
size 4 vessel would have a P/T of 5/8.
Protection/Threshold for Andromedan ships works somewhat differently
and deserves a bit of explanation. Protection functions as normal for
actually hitting the target, but the Threshold represents how many
points a ship can take in a single salvo and absorb it safely and
channel it to the Capacitance systems. Any bleed over from this
indicates a hit and damage is applied normally from the difference
(say a Andromedan ship takes 9 points, and the PAP is a 5/6, then
three points are applied and damned rolls proceed normally)
Capacitance Systems storage for the vessel are equal to Ship's Size x
10 in 'points'. Secondary Capacitance modules on vessels can be
purchased as a separate module for 10xShips Size and need to be stored
in the main hanger bay. For example, a size 6 module would have 60
points of storage and would take the same space as a size 6 ship in
the mothership's main hanger. Andromedan capacitors are exceptionally
bulky and are normally designed into the ships frame, thus this is not
a normal configuration for an Andromedan vessel.
If the Ship's Capacitor-PAP system is in danger of overloading (read:
getting full of power), The Andromedan ship can elect to dump energy
out from the panels into open space. This serves to bleed power from
the over-taxed panels, and adds a +5 difficulty to target the vessel
due to the amount of hard radiation being dumped into the void. The
downside is that the ship cannot absorb any energy during the dumping
process and needs a turn to re-adjust. Treat any incoming salvo as a
normal combat hit and resolve normally.
If the ship reaches overload point and the capacitors detonate, treat
as a ship having initated self destruct, but add the total capacitance
storage of the vessel x2 to the total damage given. Large Andromedan
vessels tend to go up like a small nova when overloaded…
Notably, the PAP seems to have a problem with Klingon derived
disruptor systems (treat Threshold as half vs Klingon disruptors).
DISPLACEMENT DEVICE: To make matters worse, The Andromedan have
perfected a form of in-system Warpspace fold where in the ship in
question can fold itself (or other ships) at will over a distance of
several AU's if necessary or as little as a few kilometers. The
tactical applications of this ability should not be underestimated by
any means. (Note: This is only what has been observed by the Alpha
Quadrant powers so far. The truth is far scarier).
Mechanics: This secondary drive system requires Three Power from the
ships capacitors to function or two turns of power transfer from the
warp drive to gain sufficent charges to work. While navigation for
Andromedan vessels remains relatively normal when using the fold
system (treat a Space Fold as a maneuver of going to warp), using it
on an enemy vessel is a more dicey maneuver and is generally used to
break up ship formations. As to where the ship ends up in system is
left to the GM's imagination.
The Displacement Device can be used by three seperate starships in close proximity in system to 'Fold' space during a turn. For reasons that have yet to be determined, anything exceeding this tends to distort space horribly and a breach of subspace into real space is a very real possability. As such, typical tactics by the Andromedans involve DisDev Deployment of sattilite vessels by the Mothership carrier then one or two vessels using the devices as needed, withe the mothership using it's own for retrieval.
space issues, I'm still up in the air about. comments are welcome
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3rd Revision
ANDROMEDAN SYSTEMS:
POWER ABSORPTION PANELS:
The Andromedan Invasion vessels appear to defy conventional starship construction philosophy by eschewing shielding technology and using what appears to be an advanced form of energized hull plating. But upon further observation, initial reports have proven incorrect as to the nature of the technology. Further observation indicates that the ships use some form of power absorption and distribution technology far in advance of any of the Alpha Quadrant powers have or can readily match. The technology has been noted as being capable of absorbing directed energy fire from most of the Alpha Quadrant powers, as well as absorbing raw kinetic impacts from debris and asteroids, converting it to power that can be utilized by the vessel and rerouting large amounts of power to ships systems within femto-seconds. As to how it does this is open to debate, as no pieces of Andromedan ship’s technology has ever been captured intact in sufficient condition to allow analysis.
Game Mechanics: Firstly, The PAP system costs size x2 for space
The Power Absorption Panels (afterward PAP) have two modes: The default state will be “Powersave” mode, where the panels will function mechanically as regular shield systems, with a foot note that the panels appear to also function as a form of navigation deflector as well. The ship also is treated as having a Monotanium Hull, due to the PAP’s absorption of all ambient energy falling upon the ship. Please note: due to the nature of the panels, attempting to transport personnel over to a so equipped vessel is ill-advised. In “powersave” mode, the ship’s Protection/Threshold rating is 5/Size. So a size 4 vessel would have a P/T of 5/4
The secondary and far more dangerous state “Active” occurs after the Andromedan vessel has made a Power Transfer maneuver from reserves to bring them into full combat mode. At this point, femto-second power transfer conduits between the PAP’s and a distributed network of high capacitance batteries in the vessel to store the collected energy. The efficiency of the absorption system is relative to the vessels size and a ships Protection/Threshold rating is equal to 5/Sizex2. So a size 4 vessel would have a P/T of 5/8.
Protection/Threshold for Andromedan ships works somewhat differently and deserves a bit of explanation. Protection functions as normal for actually hitting the target, but the Threshold represents how many points a ship can take in a single salvo and absorb it safely and channel it to the Capacitance systems. Any bleed over from this indicates a hit and damage is applied normally from the difference (say a Andromedan ship takes 9 points, and the PAP is a 5/6, then three points are applied and damned rolls proceed normally)
Capacitance Systems storage for the vessel are equal to Ship’s Size x 10 in ‘points’. Secondary Capacitance modules on vessels can be purchased as a separate module for 10xShips Size and need to be stored in the main hanger bay. For example, a size 6 module would have 60 points of storage and would take the same space as a size 6 ship in the mothership’s main hanger. Andromedan capacitors are exceptionally bulky and are normally designed into the ships frame, thus this is not a normal configuration for an Andromedan vessel.
If the Ship’s Capacitor-PAP system is in danger of overloading (read: getting full of power), The Andromedan ship can elect to dump energy out from the panels into open space. This serves to bleed power from the over-taxed panels, and adds a +5 difficulty to target the vessel due to the amount of hard radiation being dumped into the void. The downside is that the ship cannot absorb any energy during the dumping process and needs a turn to re-adjust. Treat any incoming salvo as a normal combat hit and resolve normally.
If the ship reaches overload point and the capacitors detonate, treat as a ship having initated self destruct, but add the total capacitance storage of the vessel x2 to the total damage given. Large Andromedan vessels tend to go up like a small nova when overloaded…
Notably, the PAP seems to have a problem with Klingon derived disruptor systems (treat Threshold as half vs Klingon disruptors).
DISPLACEMENT DEVICE: To make matters worse, The Andromedan have perfected a form of in-system Warpspace fold where in the ship in question can fold itself (or other ships) at will over a distance of several AU’s if necessary or as little as a few kilometers. The tactical applications of this ability should not be underestimated by any means. (Note: This is only what has been observed by the Alpha Quadrant powers so far. The truth is far scarier).
Mechanics: This secondary drive system requires Three Power from the ships capacitors to function or two turns of power transfer from the warp drive to gain sufficent charges to work. While navigation for Andromedan vessels remains relatively normal when using the fold system (treat a Space Fold as a maneuver of going to warp), using it on an enemy vessel is a more dicey maneuver and is generally used to break up ship formations. As to where the ship ends up in system is left to the GM’s imagination. Space issues, I’m still up in the air about, as large vessels tend to have several of these devices aboard for satellite ship retrieval .
DOCKING BERTH LINKS: These linkages are central parts of the Andromedan Mothership’s and Satellite vessels maintenance network while the Mothership transports the smaller vessels from place to place. A combination of power transference systems and material movment systems, the link hooks into the the ship’s PAP to syphon off power from incoming fire to charge the ships systems as well as provide additional storage for the mothership before deployment..
Mechanics: Treat as a Ship Separation Edge (1 pt) for each vessel the ship is designed to dock, and one point on the satellite vessel in question.
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Sounds good so far, I like the tweaks you're making.. wonder where you're getting them from :D *whistles*
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Ahem....credit to Tobian for assistance in the refining of the rules. Was posting this while configuring routers and answering calls. Forgot to credit him
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Hehe I wasn't looking for a plug :) Glad to help out!
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I like these systems a lot :)
Just a question - or maybe an idea - for the PAP: I don't see any way for the ship to channel and reinvest the stored power from the capacitors to the regular systems... Is this possible? I think it could make the system even more deadly to be able to syphon enemy fire to repair your own damaged systems!
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This will be coming shortly.....as soon as I find time
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Ship Maneuvers With Andromedans:
OVERLOADED WEAPONS: Given the nature of Andromedan tactical systems, there has never been any reason for them to be particularly energy efficient. However, they are exceptionally robust and are actually rated for far more power than they normally run at. A particularly nasty surprise for Alpha Quadrant fleets has been the Andromedan habit of taking the enemies salvo then redirecting the acquired power into ‘overcharging’ the ships tractor-repulsor and phaser arrays far past what is normally expected into a devastating salvo capable of make short work a ship’s shields. While terrifying, this does not appear to be a tactic that can be used continuously.
Game Mechanics: Overloading a ships weapons array is quite expensive, requiring two extra power from the ships PAP/Batteries per weapons mount until the weapons are discharged (as only so much can be bled from the system into the weapons capacitors). For example, a ship with x5 T-R mounts will cost 10 points to overcharge. As a result, the weapon systems total damage will be adjusted by +2 (IE: T-R beam Array of 5/5/5/0/0 will become 7/7/7/0/0/).
There are, however, problems with using this tactic. Firstly, the ships ‘Monotanium Hull’ edge disappears as the sheer amount of power being channeled cannot be hidden to even the average sensor scan. Secondly, if by some stroke of luck, an enemy vessel manages to score a hit on a weapon system, the overload will cause a chain reaction and detonation of the weapon system, causing damaged equal to the weapons base damage to the hull, and the loss of a weapon mount.
Due to the Nature of Andromedan Vessels, all Systems Operations: Power Management, Transporter Operations (Deflecting Transport Beams, Transporting Through Shields (ESO pg. 38)) are at –5 normal TN.
still rattling around the rechanneling of excess power into ships systems. will sleep on it. suggestions are welcome
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Very cool so far. :) And very frightening. I like it - too bad my players are in the middle of the DW, I would have like throwing these enemies at'em :D