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Jun. 30, 2004, 06:40PM
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We made a couple of changes to accomodate some new ship types and to streamline weapons for Origins 2004.
Blowthrough - Any beam of level 5 or greater is so powerful that it can cause far more damage than a lesser beam. To represent this, if a 5 or higher beam gets a hit on any dice with a 6, reroll all 6s and add damage as if the ship was unshielded. This allows for the big defense phasers on bases to be more dangerous, and makes the NeghVar, Entente, and Norexan classes a little longer in the tooth.
Torpedo Cruisers and Bases - In order to represent the sensor suites on dedicated torpedo cruisers and bases, we added 50% to each range bracket outside the first 12 inches. So a base or dedicated torp cruisers hits on a 2-6 out to 12, 3-6 out to 21, 4-6 out to 30, 5-6 out to 39, and a 6 only out to 48.
Plasma Torpedoes - Although they did not make an appearance in this year's Origins games, Plasma Torps now use the rules from Fleet Book 2. After plotting movement but before movement orders are executed, the firing ship declares it is firing plasma. The player then places a marker within arc and range for the launcher at the beginning of the turn. A plasma looses 1 from its warhead strength for every 10 inches travelled. Movement orders are then executed. Any ships ending their movement within 6 inches of a torp may fire phasers or polaron beams that will bear at the torp - using up a fire control channel. Treat it as a 3-shielded ship. For each point of damage, lower the warhead strength by 1. Once all fire is complete, the torp explodes, dealing d6 x the current warhead strength in yield to all ships within 6". Roll seperately for each ship.
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WORDWILDWEBB - I
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