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Thread: New Ships Systems & Weapons:

  1. #1
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    New Ships Systems & Weapons:

    New Ships Systems & Weapons:

    Klingon Systems:
    DISRUPTOR EXTENDED-RANGE FIRE ATTENTUATION CONTROL SYSTEM (DERFACS): An innovation to come out of House H’JoQ’s Mek’leth RD&E house during the latter half of the Twenty-Third century to tackle to problem of disruptor inaccuracy over long distances. The DERFACS system compensates and refines each disruptor charge to allow for maximum effect at the range the weapon is being fired at. A practical upshot of the DERFACS system is an exception increase in range, something which Klingon commanders have learned to appreciate against more powerful enemies when a shot at long distance, if somewhat reduced, might make the difference.

    Game mechanics: a ship with DERFACS installed will allow for a ships disruptor range to be extended by one range increment. For example, a ship with 4/4/4/0/0 disruptors will become 4/4/4/3/0. Also for DERFACS to work, The ship must be actively scanning with sensors and Lock On must be achieved for DERFACS to function properly.


    Romulan Systems:
    ENVELOPING PLASMA TORPEDO (EPT): A nasty variation of the Plasma torpedo system developed by the Romulan Navy during the latter half of the Twenty-Third century and much feared by other Alpha Quadrant powers. As opposed to the normal Plasma torpedo, the EPT draws twice as much power as the normal salvo, but envelops the target before detonating, distributing damage across all shield grids, severely damaging enemy shield capacity, if not destroying it outright. The EPT salvo is usually used by Romulan commanders in first strike scenarios or in coup de grasse maneuvers simply because the weapon draw so much power, and as such takes time to arm.

    Game Mechanics: much as the normal PT for the Romulans, but the engineering staff will need to divert power from other systems in order to fire the weapon, due to the massive amounts of power the EPT needs in order to fire, as well as needing two rounds to arm. The EPT, while it is superior in its damage capacity, is inherently unstable and MUST be fired in the round it finishes arming or it will detonate in it’s firing chamber (full damage applied to ships weapons track). Also, a general scan roll of 15 will detect the massive energy spike as the weapon prepares to fire. As an upside, the salvo doubles it’s damage rating, usually more than sufficent to pulverize most vessels shield systems and cause internal damage.


    Various ideas being worked on. Comments are welcome
    A brave little theory, and actually quite coherent for a system of five or seven dimensions -- if only we lived in one.

    Academician Prokhor Zakharov, "Now We Are Alone"

  2. #2
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    space issues are still up in the air because I'm still mulling over them
    A brave little theory, and actually quite coherent for a system of five or seven dimensions -- if only we lived in one.

    Academician Prokhor Zakharov, "Now We Are Alone"

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    Those sound pretty nice actually. Not sure on the mechanics of them though either..

    Coda doesn't really deal with power useage, but perhaps you could inflict some sort of temporary 'damage' to ships systems.. efectivelly because of the power drain ships systems do not operate correctly for a number of game rounds.. something like 'inflict 6 points of system damage accross any systems you wish to draw power from for 2 combat turns. If any system is taken completelly offline a system Engineering roll is needed to restart the system' The effect of such a reduction would reduce shields, lower manouverability or remove weapon potency, depending on your choice.. making the ship slightly a sitting duck Cost 5 points for a normal edge I'd say.

    As for the DEFARCS system.. hmm it's quite powerful, but then it's not THAT powerful.. it could just be a 5 point edge as usual.. more of a nasty surprise if players think they are out of range
    Ta Muchly

  4. #4
    Quote Originally Posted by BouncyCaitian
    New Ships Systems & Weapons:
    Romulan Systems:
    ENVELOPING PLASMA TORPEDO (EPT): A nasty variation of the Plasma torpedo system developed by the Romulan Navy during the latter half of the Twenty-Third century and much feared by other Alpha Quadrant powers.

    Various ideas being worked on. Comments are welcome
    I see someone has been looking at the SFB rules

    Now as far as the Enveloping function, I've always played it as a setting of any Plasma, akin to setting ship Phasers to a stun setting. While the Torp does less raw damage it does that damage over all shield facings (alas I do not know how CODA deals with that rule, Viva La Spacedock ). So if there is a weak or down shield, you cannot get a direct shot at, you 'Envelope' the target with damage in order to get some of it into the ship.

    With the DERFACS, it sounds like a good compliment to Starfleet's ACB Phasers (again, no idea if this has been addressed in CODA)
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

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    ACB is in Starships, but it's a different kind of thing, since it allows firing at warp speeds, it does not increase phaser range.. so a ship still has to be within 'range' much liuke a atched transporter beam has to be within regular transporter range.. it does not mean it's a subspace transporter!

    an ACB could be placed round a phaser beam to increase it's effective range, to retain particle cohesion at extreme distances, but then that also would have a limited range.. I mean how far can you project a forcefield!! The Transporter uses an ACB and has an effective range of about 40,000 KM, which is also 'medium' range' for phasers! an ACB I would say, definatelly, could be adapted to allow for exotic conditions, such as wierd nebula's or energy dampening fields, which nulify the Phaser effects (as per a sceince or sensors roll to define how to counter it).. which would be that much harder to do without it!
    Ta Muchly

  6. #6
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    Personally, I think the DERFACS is too powerful as it stands. Being able to fire disruptors at long range is a major advantage (a 33% increase in range), and with no appreciable downside (lowering the penetration at long range isn't enough, IMO), it's too much for a single Edge.

    Maybe something like Weapons Reliability is lowered by two steps (1 full letter grade), or the overcharge required by the DERFACS causes one point of damage to the ship's weapons track when used at long range (or, the first time it's used at long range in an encounter) would help balance the advantage.
    Davy Jones

    "Frightened? My dear, you are looking at a man who has laughed in the face of death, sneered at doom, and chuckled at catastrophe! I was petrified."
    -- The Wizard of Oz

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    Perhaps use the Transfer Power Manuver with DERFACS, but instead of extra penetration, extend the range?
    A brave little theory, and actually quite coherent for a system of five or seven dimensions -- if only we lived in one.

    Academician Prokhor Zakharov, "Now We Are Alone"

  8. #8
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    If you make that part of the Edge's effect, I say that would work fine.
    Davy Jones

    "Frightened? My dear, you are looking at a man who has laughed in the face of death, sneered at doom, and chuckled at catastrophe! I was petrified."
    -- The Wizard of Oz

  9. #9
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    Klingon Systems:
    EDGE: DISRUPTOR EXTENDED-RANGE FIRE ATTENTUATION CONTROL SYSTEM (DERFACS): An innovation to come out of House H’JoQ’s Mek’leth RD&E house during the latter half of the Twenty-Third century to tackle to problem of disruptor inaccuracy over long distances. The DERFACS system compensates and refines each disruptor charge to allow for maximum effect at the range the weapon is being fired at. A practical upshot of the DERFACS system is an exception increase in range, something which Klingon commanders have learned to appreciate against more powerful enemies when a shot at long distance, if somewhat reduced, might make the difference.

    Game mechanics: a ship with DERFACS installed will allow for a ships disruptor range to be extended by one range increment. For example, a ship with 4/4/4/0/0 disruptors will become 4/4/4/3/0. Also for DERFACS to work, The ship must be actively scanning with sensors and Lock On must be achieved for DERFACS to function properly. Also, the ships enginerring staff must make a successful Power Transfer manuver from reserves or the ships Redundant Power Grid (see ESOM) to draw the extra power needed for the DERFACS to fire at extended range.


    Romulan Systems:
    ENVELOPING PLASMA TORPEDO (EPT): A nasty variation of the Plasma torpedo system developed by the Romulan Navy during the latter half of the Twenty-Third century and much feared by other Alpha Quadrant powers. As opposed to the normal Plasma torpedo, the EPT draws twice as much power as the normal salvo, but envelops the target before detonating, distributing damage across all shield grids, severely damaging enemy shield capacity, if not destroying it outright. The EPT salvo is usually used by Romulan commanders in first strike scenarios or in coup de grasse maneuvers simply because the weapon draw so much power, and as such takes time to arm.

    Game Mechanics: much as the normal PT for the Romulans, but the engineering staff will need to divert power from other systems in order to fire the weapon, due to the massive amounts of power the EPT needs in order to fire, as well as needing two rounds to arm. The EPT, while it is superior in its damage capacity, is inherently unstable and MUST be fired in the round it finishes arming or it will detonate in it’s firing chamber (full damage applied to ships weapons track first, the subsidary damage to the ships power systems). Also, a general scan roll of 15 will detect the massive energy spike as the weapon prepares to fire. The ship will need to draw from reserves normally set aside for the ships cloaking system and manuvering, with the cloak being unable to power up during this time and the manuvering systems reduced by 2 ranks. To combat this, many larger vessels equipped with EPT capacity have Redundant Powergrids and higher grade systems installed to alleviate the power draw somewhat.

    As an upside, the salvo doubles it’s damage rating, usually more than sufficent to pulverize most vessels shield systems and cause severe internal damage.
    A brave little theory, and actually quite coherent for a system of five or seven dimensions -- if only we lived in one.

    Academician Prokhor Zakharov, "Now We Are Alone"

  10. #10
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    Talking

    New Ships Systems & Weapons:

    Klingon Systems:
    EDGE: DISRUPTOR EXTENDED-RANGE FIRE ATTENTUATION CONTROL SYSTEM (DERFACS): An innovation to come out of House H’JoQ’s Mek’leth RD&E house during the latter half of the twenty-third century to tackle to problem of disruptor inaccuracy over long distances. The DERFACS system compensates and refines each disruptor charge to allow for maximum effect at the range the weapon is being fired at. A practical upshot of the DERFACS system is an exception increase in range, something which Klingon commanders have learned to appreciate against more powerful enemies when a shot at long distance, if somewhat reduced, might make the difference.

    Game mechanics: a ship with DERFACS installed will allow for a ships disruptor range to be extended by one range increment. For example, a ship with 4/4/4/0/0 disruptors will become 4/4/4/3/0. Also for DERFACS to work, The ship must be actively scanning with sensors and Lock On must be achieved for DERFACS to function properly. Also, the ships engineering staff must make a successful Power Transfer maneuver from reserves or the ships Redundant Power Grid (see ESOM) to draw the extra power needed for the DERFACS to fire at extended range.


    Romulan Systems:
    ENVELOPING PLASMA TORPEDO (EPT): A nasty variation of the Plasma torpedo system developed by the Romulan Navy during the latter half of the twenty-third century and much feared by other Alpha Quadrant powers. As opposed to the normal Plasma torpedo, the EPT draws twice as much power as the normal salvo, but envelops the target before detonating, distributing damage across all shield grids, severely damaging enemy shield capacity, if not destroying it outright. The EPT salvo is usually used by Roman commanders in first strike scenarios or in coup de grasse maneuvers simply because the weapon draw so much power, and as such takes time to arm.

    Game Mechanics: much as the normal PT for the Romulans, but the engineering staff will need to divert power from other systems in order to fire the weapon, due to the massive amounts of power the EPT needs in order to fire, as well as needing two rounds to arm. The EPT, while it is superior in its damage capacity, is inherently unstable and MUST be fired in the round it finishes arming or it will detonate in it’s firing chamber (full damage applied to ships weapons track first, the subsidary damage to the ships power systems). Also, a general scan roll of 15 will detect the massive energy spike as the weapon prepares to fire. The ship will need to draw from reserves normally set aside for the ships cloaking system and manuevering, with the cloak being unable to power up during this time and the maneuvering systems reduced by 2 ranks. To combat this, many larger vessels equipped with EPT capacity have Redundant Power Grids and higher grade systems installed to alleviate the power draw somewhat.

    As an upside, the salvo doubles it’s damage rating, usually more than sufficient to pulverize most vessels shield systems and cause severe internal damage.

    PSEUDO-PLASMA TORPEDOES (PPT): To further confound enemy forces, the Romulan Empire has created decoy drone units, that when energized, simulate the power signature and visual appearance of a fully armed and active plasma torpedo when fired. Enemy units will often spend previous time to maneuver and expend munitions against the incoming ‘torpedo’, setting up the enemy vessel for a devastating salvo when the Romulan vessel unleashes its actual salvo of torpedoes. Used to great effect against the Dominions forces during the Dominion War

    Game Mechanics: PPT’s can be fired from normal torpedo launchers on any Romulan vessel. Due to the nature of the device in question, with further refinements constantly being incorporated to further the deception, it is exceptionally difficult to determine if an incoming torpedo is real or a PPT, particularly during the heat of combat, as many vessels are too busy getting out of the way of the incoming salvo to bother scanning the incoming weapon. A tactical officer will need to have familiarity with Romulan tactics and technology (GM’s discretion) and then will need to make a sensor roll at TN 22+ to discover the deception. The player or commander PC till need to think of this themselves before they can make the roll.
    A brave little theory, and actually quite coherent for a system of five or seven dimensions -- if only we lived in one.

    Academician Prokhor Zakharov, "Now We Are Alone"

  11. #11
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    Not sure what the point of the PPT is in game because it's a fire and forget device in Coda.. there is no time delay for missile weapons? I suppose it might be useful as purelly a second guessing game. I.e. making your Federation counterpoint do a manouvuer to avoid that torpedo, rather than fire, so you save resources.

    If it was a PEPT, that would make more sense

    The EPT to me seems a little light.. given the potential benefits... I still think the temporary power drain (reduce 8 system tracks for 2 rounds) is a better way to go. Either way secondary effects, such as not being able to maintain a cloak, good manouvuering or Warp drive are neccessary to simulate that. Perhaps raise the odds, and say they can't have shields either!

    it occured to me if you did lower your shields during this attack, not only would it be somewhere to draw power from, but that an attacking ship might take that opportunity to close to destroy you.. especially if you masked the power build up as a reactor overload.. just when they thought you'd finished them off.... BANG - OUCH!
    Ta Muchly

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    Romulan Systems:
    ENVELOPING PLASMA TORPEDO (EPT): A nasty variation of the Plasma torpedo system developed by the Romulan Navy during the latter half of the twenty-third century and much feared by other Alpha Quadrant powers. As opposed to the normal Plasma torpedo, the EPT draws twice as much power as the normal salvo, but envelops the target before detonating, distributing damage across all shield grids, severely damaging enemy shield capacity, if not destroying it outright. The EPT salvo is usually used by Roman commanders in first strike scenarios or in coup de grasse maneuvers simply because the weapon draw so much power, and as such takes time to arm.

    Game Mechanics: much as the normal PT for the Romulans, but the engineering staff will need to divert power from other systems in order to fire the weapon, due to the massive amounts of power the EPT needs in order to fire, as well as needing two rounds to arm. The EPT, while it is superior in its damage capacity, is inherently unstable and MUST be fired in the round it finishes arming or it will detonate in it’s firing chamber (full damage applied to ships weapons track first, the subsidary damage to the ships power systems). Also, a general scan roll of 15 will detect the massive energy spike as the weapon prepares to fire. The ship will need to draw from reserves normally set aside for the ships cloaking system and manuevering, with the cloak being unable to power up during this time and the maneuvering systems reduced by 2 ranks. To combat this, many larger vessels equipped with EPT capacity have Redundant Power Grids and higher grade systems installed to alleviate the power draw somewhat.

    As an upside, the salvo doubles it’s damage rating, usually more than sufficient to pulverize most vessels shield systems and cause severe internal damage.

    PSEUDO-PLASMA TORPEDOES (PPT): To further confound enemy forces, the Romulan Empire has created decoy drone units, that when energized, simulate the power signature and visual appearance of a fully armed and active plasma torpedo when fired. Enemy units will often spend previous time to maneuver and expend munitions against the incoming ‘torpedo’, setting up the enemy vessel for a devastating salvo when the Romulan vessel unleashes its actual salvo of torpedoes. Used to great effect against the Dominions forces during the Dominion War

    Game Mechanics: PPT’s can be fired from normal torpedo launchers on any Romulan vessel. Due to the nature of the device in question, with further refinements constantly being incorporated to further the deception, it is exceptionally difficult to determine if an incoming torpedo is real or a PPT, particularly during the heat of combat, as many vessels are too busy getting out of the way of the incoming salvo to bother scanning the incoming weapon. A tactical officer will need to have familiarity with Romulan tactics and technology (GM’s discretion) and then will need to make a sensor roll at TN 22+ to discover the deception. The player or commander PC till need to think of this themselves before they can make the roll.

    To avoid an Incoming PT, EPT, or PPT, a ships helmsman will need to make a Hard About Manuver at TN exceeding what the opposing ships FCO has made to Lock On his/her vessel.

    [Ed Note: this rule was made in homage to the TOS Episode: Balance of Terror. most of the Rules above are improvised ports over From the StarFleet Battles Rules set. Comments are welcome.]
    A brave little theory, and actually quite coherent for a system of five or seven dimensions -- if only we lived in one.

    Academician Prokhor Zakharov, "Now We Are Alone"

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    THOLIAN SYSTEMS:
    ‘PHASERS’: Given the as yet to be determined nature of the Tholians and the area of space they inhabit, there has been some speculation as to why they would develop a phaser device for their ships. After analysis of the wreckage of a Tholian scout by Starfleet RD&E, it has been determined that the designation phaser for the Tholians primary energy weapon is something of a misnomer, but the appellation has stuck. As to how the ‘phaser’ device works is still something of a mystery, as the device was of such an alien nature, and had anti-tamper devices built in to destroy the technology. What has been observed is that the weapon functions in a similar fashion to a phaser, but also seems to have the ability to fire through lain Tholian ‘Web’ energy shields. Attempts to replicate this effect have consistently failed across the Alpha Quadrant and most Admiralties have looked to other avenues to defeat Tholian defenses.

    Game Mechanics: Treat Tholian ‘phaser’ devices the same as Phasers for purposes of construction, damage calculation, and space. Also, they can fire through laid Tholian Web.


    THE THOLIAN WEB DEVICE

    First encountered the crew of the U.S.S. Enterprise (NCC-1701) in 2268 during a rescue mission of it’s sister vessel, the U.S.S. Defiant (NCC-1704), The Tholian Web Device is one of the most unusual and problematic weapon systems ever encountered. The Web, in essence, is a form of projected, self-sustaining energy field (to a limited extent) that can be cast into space independent of any form of shield projection grid. Depending on how the shield is configured, it can be used as a form of tractor beam and defensive grid. Having the appearance of a geometric sphere composed of triangular sections of golden energy, the sphere is actually quite resilient to damage, and when a full sphere is completed, little less than a full attack fleet has any hope of actually penetrating the Web.

    To make matters worse, the Tholian War of 2353-2360 introduced new permutations of the Web Device that proved to be an utter nightmare to the Federation and Klingon Admiralties . While web generation could previously have been accomplished via attaching two or more Tholian vessels together then beginning web generation, the newer versions required no form of anchor point to cast a web grid into space, the end result being that a web sphere or web wall could be constructed in relatively short order, trapping enemy units, or dividing fleets.

    WEB GENERATORS:
    The most common version of the Tholian Web Device, use of the device requires at least two Tholian vessels momentarily docking and forming an anchorpoint for the web to begin generation. This typically will be done when building a ‘web base’ (a starbase surrounded by cast web), border defenses, or capturing a disabled vessel.

    Game Mechanics: Tholian Web is treated much like a starship in regards to resistance and the ability to take damage. Casting Tholian Web requires at least two Tholian scout vessels to begin lay web, each ship generating/recharging about (Size x Generators) points per turn to be added to the shields structure.
    Typical ‘small’ web spheres generated by scout vessels have a Protection/Threshold of 14/3 and a Structure of 100 as do web wall ‘sections’. Larger versions may have Protection/Threshold of 15/4 (possibly higher) with 200-500 points of Structure (As noted, these are typically used for base defense and attacking with anything less than a full fleet is pure suicide). Size and composition are left to the GM’s imagination.


    WEB CASTERS:
    A rarer, more recent, and much nastier version of the Web Device is the Web Caster. Introduced during the Tholian War, the Caster, instead of firing out a single strand of web, fires a self-sustaining area of web covering a considerable area out from it’s target point (some 3,000 km to a side at maximum power). Often used by Tholian commanders to erect defensive web quickly, the offensive capacity of using web cannot be over looked for breaking up fleet formations and crippling enemy vessels as they plow into the cast web (treat as ramming an enemy vessel with Size = Tholian Ships Size x Generators).

    Game Mechanics: Cast Web segments at initial casting have a Protection/Threshold of 15/4, Structure 50 at point blank range; Protection/Threshold 14/3, Structure 50 at Close Range; and Protection/Threshold 13/3, Structure 40 at medium range. They can be recharged by Tholian vessels as normal.

    Entertaining uses of Cast Web: Stopping drones and plasma torpedoes, stopping direct-fire weapons, locating cloaked ships, isolating vessels for later capture/disposal, cutting off tractor beams, stopping crippled vessels from escaping, blocking effects of natural phenomena.


    WEB SNARE: From accounts of various ship commanders, this appears to a modification made to Web Generators aboard the Tholian fleet, but not particularly widespread as of this time. Appearing to be a modification to somewhat mimic the effects of the Web Caster, this variation generates a small area of cast web around the Tholian vessel that acts as a second layer of shields for the vessel.

    Game Mechanics: Web Snare shields on older vessels tend to be somewhat on the weak side with a Protection/Threshold of 13/2 and a Structure of Size x Generators. Once the shield drops from overload (structure gone due to damage), it takes two turns to redirect power to reactivate the Web Generator.
    A brave little theory, and actually quite coherent for a system of five or seven dimensions -- if only we lived in one.

    Academician Prokhor Zakharov, "Now We Are Alone"

  14. #14
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    Hmm nasty and powerful things!

    Now all we need is a way to fire those things.. Hmm impact damage from that structure.. Nice
    Ta Muchly

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    Bump. Am working on the Andromedan (Kelvan) ship systems at the moment for perusal.
    A brave little theory, and actually quite coherent for a system of five or seven dimensions -- if only we lived in one.

    Academician Prokhor Zakharov, "Now We Are Alone"

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