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Thread: How many SU's for...

  1. #1

    How many SU's for...

    Alrighty guys and gals, I need help to calculate SU's for new systems on some alien vessels I'm working on.

    1) Maulers: A heavy weapon derived from SFB, but has been seen in TNG as a improvised weapon used in Best of Both Worlds vs. the Borg, basically a system you channel most, if not all, of your warp core power through to unleash mass amounts of ouch on to your opponent. The SFB rules had damage multipliers based on range for the amount of power you channeled into it, I think it was something like x2, x1, x1/2, x1/4 but I'm not sure. The firing arc was limited to roughly 15x15 degrees (or 30 degrees total) directly forward, with a range of 10 hexes. What I'm thinking for the range vs. damage multiplier is 0-1 hex double damage, 2-4 hexes damage equal to power, 5-8 half damage, 8-10 quarter damage. Keeping the firing arc the same. But I really have no idea how many SU's this weapon should take up.

    2) Ballistic Weapons: real simple, hot chunks of mass moving really fast at the target. Low tech, I know but it fits in with the species concept. I was kind of thinking somewhere between torpedo launchers and micro-torpedo launchers with the ammo taking up 1 SU per 100 shots.

    3) Hull Polarization: One of the few things in ENT I really like the idea of (not bashing or defending the show here, just commenting). Tried using Space Dock's shield rules to build them but just didn't look or feel right.

    4) Sand-Casters: I don't remember where I found this system, but it sounded like a really good alternative for low-tech space fairing species. Again with the basics, the device shots out a ton of sand (or whatever is handy...in space) out in a cone in order to slow ballistics, dissipate energy weapons, or detonate warheads before they damage your ship, i.e. last ditch defensive system.

    As I said above, I just need input on how many SU's these systems should take up. However your thoughts and opinions on them wouldn't hurt ether (much, I hope).

    Thanks in advance for any help I get here.
    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"

  2. #2
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    "...to unleash mass amounts of ouch on to your opponent..."

    I like that...
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  3. #3
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    The sandcasters are Traveller. They also required ammunition, depending on the version of the rules. I think I got rid of all those rules sets a year or so ago. I'll double check the sheves again once I'm home. You never know if a single book survived the purge. Maybe you can find the old Megatraaveller GM guide around somewhere (it had their design rules in it). Hope this helps.
    "Alas, not another witty signature shall pass from these fingers for madness has become all too common"

  4. #4
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    Re: How many SU's for...

    Originally posted by Phoenix
    3) Hull Polarization: One of the few things in ENT I really like the idea of (not bashing or defending the show here, just commenting). Tried using Space Dock's shield rules to build them but just didn't look or feel right.
    In the Utopia Planitia Starship board check out LTCDR Matts' thread "NX Rules Anyone?" He has stats for "Plating." (Sorry not sure if this helps. . .not a regular viewer of the show so not sure if Hull Polarization/Hull Plating are the same thing. Judging by the sound of "Plating" though I leand towards thinking this is actually the physical strength of the ships hull (like armor). But maybe not?
    Steven "redwood973" Wood

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

  5. #5
    redwood973
    Yes, that is the system, but I don't have knowledge of the CODA rules, so really it dosn't help me. Thanks anyway.

    oops1
    Ah ha, thanks I couldn't remember where I had seen that at, I might also have a book or to from Traveller around.

    qerlin
    I'm glad you liked that
    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"

  6. #6
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    Re: How many SU's for...

    Originally posted by Phoenix
    3) Hull Polarization: One of the few things in ENT I really like the idea of (not bashing or defending the show here, just commenting). Tried using Space Dock's shield rules to build them but just didn't look or feel right.
    What about the Spacedock rules 'didn't look right' to you. I tried to do some stats for the NX-class a while ago and I never felt the rules as written where a problem as far as the hull plating goes.
    (See my NX stats: http://forum.trek-rpg.net/showthread...&threadid=4926)

    As for the other systems... I'll have to check my books once I get home, but here are some (very) preliminary ideas:

    Sandcasters could possibly be build as low powered Shields with a Type 0 shield grid and no recharging system. Than add a cost multiplier for the time until the sand dissipates, for example:
    6 rounds = x1
    5 rounds = x0.8
    4 rounds = x0.6
    3 rounds = x0.4
    2 rounds = x0.2
    Just buy this system as often as you want and you are set to go.

    Ballistic Weapons: You could use the game stats for chemical rockets, possibly with a launch system costing 10SU (instead of 5SU) and the ammunition costing 1SU per 20 or 25 shots. Add multifire/spread costs (as per standard torpedoes), i.e. Spread/2, if you feel like it.
    Or you could make ammo even cheaper, but in that case I'd suggest increasing the power consumption a little, say 4 or 5 per shot fired, instead of the 3 power rockets costs to launch.

    Maulers: This sounds a bit like a plasma torpedo to me, especially the damage dropping with increased range.
    Why don't you build them like plasma torpedo launchers, define the firing arc as very small and use the range increments of phasers?
    Damage drop off at longer ranges and power consumption would need a little work, but I'll have to do some more reading before I can give you any further thoughts on that. Maybe a power use about half that of a phaser, using the short range damage rating of the Mauler as a basis.
    This should give you the flexibility of a beam weapon combined with high damage outputs and balanced by a shorter range and higher power cost than a plasma torp.

  7. #7

    First New System

    Lancer, I didn't know your NX existed...looks wonderful, a little out-dated for my game though . Your thoughts on the Ballistic Weapon design helped a lot, thank you.

    Now for your consumption, may I present:

    Maulers:
    SU Cost: 50
    Pwr Cost: Up to 50 points of power can be used, extra power has no added effect.
    Damage: See Below
    Firing Arc: forward 45 degrees only (not forward quarter, half that)
    Range: 10/30,000/100,000/300,000
    Accuracy: 5/6/8/11

    Notes: A ship firing a Mauler suffers from 'shock' damage to it's hull, as well as power surges through it's EPS system. In game terms half of the power used by a Mauler system causes an equal amount of damage to the Mauler itself, the Hull, and the Warp Core. Damage is divided equally (rounded up) between the three systems. SIF can be used to reduce the damage to the hull, and a Moderate (6) Propulsion Engineering: Warp Drive test can be used to reduce the damage to the Warp Core by 10% per point made. The Mauler has no way of reducing the damage it receives. A roll of a 1 on the Drama Die (successful attack or not) results in the three affected systems taking double the amount of damage they would normally have, plus the Mauler's complete destruction regardless.
    In non-combat situations a Mauler can be used as a Navigational Deflector.
    Maulers cannot be Multifired.

    Damage, per range:
    30,000 km --- Double used power (Max. 1000).
    120,000 km --- Same as power used (Max. 500).
    240,000 km --- Half the power used (Max. 250).
    300,000 km --- Quarter the power used (Max. 120).

    The concept behind this weapon is from the Star Fleet Battles game, IIRC the Romulans were the first to develop this technology. As I do not own any of the SFB material this weapon is based solely on 7 year old memories, as well as the example from "The Best of Both Worlds" use of a similar concept via the main deflector dish.

    Comments?
    Last edited by Phoenix; 03-25-2003 at 02:20 PM.
    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"

  8. #8
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    I think your Mauler design needs two adjustments/clarifications:

    (1) How many shots per round can be fired?

    (2) Damage is waaay to low. Under existing Spacedock rules a Type X phaser does 200 points of damage, while the Mauler does only half damage and that only at close range.

  9. #9
    Originally posted by Lancer
    I think your Mauler design needs two adjustments/clarifications:

    (1) How many shots per round can be fired?
    In the notes section, "Maulers can not be Multifired", so once (did I use the wrong term?).

    (2) Damage is waaay to low. Under existing Spacedock rules a Type X phaser does 200 points of damage, while the Mauler does only half damage and that only at close range.
    I'm an idoit, the damage is in LUG rules, I'll edit that here in a moment.
    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"

  10. #10
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    Originally posted by Phoenix
    In the notes section, "Maulers can not be Multifired", so once (did I use the wrong term?).
    No, you didn't. I overlooked it.
    I'm an idoit, the damage is in LUG rules, I'll edit that here in a moment.
    Okay, so now all you have to do is edit the text that goes with the damage table, e.g. 'twenty times' instead of 'double'.
    Well, actually you don't have to edit it, it is clear enoug as it is. I am just feeling nitpicky.

  11. #11

    Question

    Then it does look alright?

    I have been tossing the idea of 100 SU's around (based on a 200 emmiter type 25 phaser) rather than 50, but I'm not really sure.
    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"

  12. #12
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    50 SU sounds fine to me, but if you feel it is not enough just add the cost for a regular nav deflector on top of that.
    Actually, now that I think about it, it could make sense to buy the Mauler as a completely different system from the deflector (i.e. it doesn't work as one outside of combat) that just uses the deflector as it's emitter.
    But OTOH it's your game and I think your Mauler is a sound design as it is.

  13. #13
    Lancer:
    I like the way your 'sandcasters' worked out, so may I thank you for that.
    Ballistic Weapons, I'm just going to use the Micro-Torp altering the accuracy to represent the lack of on-board targeting, +0 at Point Blank, +1 at short, +2 at medium, and +3 at long range.

    Odd thought, why do torpedoes have varieing accuracies? the torpedo tracks the target by it's self after launch. If any thing torps should by much more accurate at longer ranges.
    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"

  14. #14
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    Originally posted by Phoenix:
    Odd thought, why do torpedoes have varieing accuracies? the torpedo tracks the target by it's self after launch. If any thing torps should by much more accurate at longer ranges.
    True, Phoenix; but keep in mind that the longer the range, the more time the target can see the torpedo(es) coming and initiate evasive action.<p>Speaking of which, this is an old beef but IMHO does anybody else feel that the rules for High-Yield Torpedoes make them all but useless?
    The best way to predict the future is to create it.

  15. #15
    What rule would that be HH? The single fire rule?
    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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