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Thread: Star Ship Components?

  1. #1
    Join Date
    Aug 2002
    Location
    Denederwindeke in Belgium
    Posts
    217

    Star Ship Components?

    I'm creating a ship for our ICON campaign, but I need 3 systems that aren't covered any where. I was thinking to use the Spacedock system, it is great but it is to much detail. So here are the system's that I need, any idea is more than welcome:

    Isokinetic cannon (VOY: "Retrospect")
    http://en.memory-alpha.org/wiki/Isokinetic_cannon

    Ablative generator (VOY: "Engame")
    http://en.memory-alpha.org/wiki/Ablative_generator

    Regenerative shields
    http://en.memory-alpha.org/wiki/Regenerative_shield
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  2. #2
    Join Date
    Apr 2001
    Location
    Fort Dodge, IA, USA
    Posts
    1,337

    Here is what little information I have on the Topic

    This stuff is just what notes I've collected from others contributions on the tech from these boards (I think the only thing I did was add the limit to the amont of protection the generators provide; and I don't recall why I did that). Never used these notes, so not sure how'd they play.

    Isokinetic Cannon
    SU Cost: 40
    Power Cost: 40
    Damage: 400
    Shots per Round: 2
    Firing Mode: Standard only
    Tech. Compatability: Slightly Compatible (Eng. Dif. 9/Maint. Dif. 6)

    Ablative Generator
    SU Cost: Normal cost of shields + 1.5 x Size per generator
    Power Cost: Normal shield power x 1.5 (to deploy); Normal shield power (to maintain)
    Protection: up to 190 (ships smaller than Size 5); up to 450 (ships larger than Size 4)
    Effect: One round to deploy. Once deployed, treat as normal ablative armor. If damage to the armor exceeds its protection, the armor collapses and cannot be recharged; the generators would require actual repair (as per normal Ablative Armor). The generators do not use frequency modulation, thus cannot be bypassed using this method. Firing torpedoes, disruptors and pulse phasers suffer no penalty; phaser arrays suffer a -1 penalty to the Test Roll to hit. The armor is unitary with no seams, thus it is not possible to shoot through shield junctions; however, an exposed section (like a phaser strip that just fired) can be targeted using the rules for targeting shield junctions, but at a penalty of -3 to the Test Roll to hit.

    Regenerative Shields
    No data available.
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  3. #3
    Join Date
    Aug 2002
    Location
    Denederwindeke in Belgium
    Posts
    217
    Thx redwood I will give them a try.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  4. #4
    Join Date
    Nov 2014
    Location
    S/E Queensland Australia
    Posts
    871
    as far as the Isokinetic cannon goes, the damage (IMHO) is still a little low (remember it not only penetrated the monotanium component of the target buoy but either ignored the chromoelectric force field or penetrated it outright)
    I would suggest either Dam 500 power 50/shot
    or more dangerous "ignores conventional deflector shields (metaphasic shields still offer full protection)"

    http://en.memory-alpha.org/wiki/Isokinetic_cannon

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