Since we're all into speculating about new additions to the game, how about discussing the Mauler and how it might be implemented in ACTA:SF?
I'll stat out and discuss the Klingon D6M for starters. For those who are unfamiliar with Maulers, they are basically a gigantic energy cannon that is hooked up to massive banks of capacitors (batteries), and which can also draw power directly from the Warp Engines at the cost of damaging the engines. It is short ranged, with a narrow firing arc, and it is also exceptionally accurate.
They are designed to be mainly used for base assaults, but can be devastating against ships.
A D6M has 2 Maulers - one in each Warp Engine nacelle. The ship has I believe 33 batteries that can feed the Maulers.
Damage is dependent upon range; the Mauler has a range of 10. Between 2 and 5" it delivers one damage point per energy put into the weapon. At 6-10" it delivers one damage point per 2 energy put into the weapon. At 0-1" it delivers 2 (!) damage points per energy point put into the weapon.
Power can also be drawn from the Warp Engines via the Overload Special Order, and one Warp Engine box is damaged for every 2 energy drawn from the Warp Engines. The ship is assumed to take 50% of the available Warp Power and channel it into the Maulers - 15 points of energy / 2 Maulers. Call it 8 per Mauler.
So Stat the Mauler on the D6M thusly:
Damage 16, Accurate +3, penetrates shields on a natural 5 or 6, Precise, Reload, Killzone 2. Between range 5 to 10, damage = 8. Firing arc is a 45 degree arc centered on the Foreward Centerline (ie, 22.5 degrees to each side of the centerline).
Using the Overload Special Action increases the damage dealt by 50% (from 8 to 12), but requires the firing ship to take a Impulse Critical Hit AND internal damage equal to 10% of it's starting value, rounded up. Therefore, a D6M overloading one Mauler takes a Impulse Critical AND 2 internal damage. Overloading both Maulers forces it to take 2 Impulse Criticals AND 4 internal damage. Note that the Critical damage hits can cause additional internal damage (If the Mauler ship had no Impulse Criticals and overloaded both cannon, the second Impulse Critical hit would score an additional 1 damage point).
After firing the weapon, the mounting ship must use the Reload Special Action. Each turn using the Reload Special Action recharges the batteries for sufficiently for 8 damage dealt. Thus the ship must spend 2 turns under Reload restrictions to fully reload the Mauler.
A D6M that manages to close to 1" against a target and overloads both cannon is a scary thing, generating 24 points per cannon (16x1.5 for overload x 2 for Killzone). However it takes substantial damage doing so, and may not survive to reload for a second attack. Needless to say it becomes a primary target for the enemy fleet.
As an option, allow the Mauler ship to use some of it's batteries to strengthen it's shields instead of using them to power the Mauler cannon. Using up the "charge" for one Mauler allows the mounting ship to increase it's shields by 50% of it's original value; using up the "charge" for both Maulers allows it to double it's original shield strength. Doing so also counts as firing a given Mauler, and requires it to be reloaded before it can be fired or boost shields again.
I don't recall the other Maulers well enough to stat them out, and I don't have any SFB materials anymore so I'm statting the D6M from memory. Anyone care to stat out the other Maulers?
***edited to reflect correct damage dealt. ***
I'll stat out and discuss the Klingon D6M for starters. For those who are unfamiliar with Maulers, they are basically a gigantic energy cannon that is hooked up to massive banks of capacitors (batteries), and which can also draw power directly from the Warp Engines at the cost of damaging the engines. It is short ranged, with a narrow firing arc, and it is also exceptionally accurate.
They are designed to be mainly used for base assaults, but can be devastating against ships.
A D6M has 2 Maulers - one in each Warp Engine nacelle. The ship has I believe 33 batteries that can feed the Maulers.
Damage is dependent upon range; the Mauler has a range of 10. Between 2 and 5" it delivers one damage point per energy put into the weapon. At 6-10" it delivers one damage point per 2 energy put into the weapon. At 0-1" it delivers 2 (!) damage points per energy point put into the weapon.
Power can also be drawn from the Warp Engines via the Overload Special Order, and one Warp Engine box is damaged for every 2 energy drawn from the Warp Engines. The ship is assumed to take 50% of the available Warp Power and channel it into the Maulers - 15 points of energy / 2 Maulers. Call it 8 per Mauler.
So Stat the Mauler on the D6M thusly:
Damage 16, Accurate +3, penetrates shields on a natural 5 or 6, Precise, Reload, Killzone 2. Between range 5 to 10, damage = 8. Firing arc is a 45 degree arc centered on the Foreward Centerline (ie, 22.5 degrees to each side of the centerline).
Using the Overload Special Action increases the damage dealt by 50% (from 8 to 12), but requires the firing ship to take a Impulse Critical Hit AND internal damage equal to 10% of it's starting value, rounded up. Therefore, a D6M overloading one Mauler takes a Impulse Critical AND 2 internal damage. Overloading both Maulers forces it to take 2 Impulse Criticals AND 4 internal damage. Note that the Critical damage hits can cause additional internal damage (If the Mauler ship had no Impulse Criticals and overloaded both cannon, the second Impulse Critical hit would score an additional 1 damage point).
After firing the weapon, the mounting ship must use the Reload Special Action. Each turn using the Reload Special Action recharges the batteries for sufficiently for 8 damage dealt. Thus the ship must spend 2 turns under Reload restrictions to fully reload the Mauler.
A D6M that manages to close to 1" against a target and overloads both cannon is a scary thing, generating 24 points per cannon (16x1.5 for overload x 2 for Killzone). However it takes substantial damage doing so, and may not survive to reload for a second attack. Needless to say it becomes a primary target for the enemy fleet.
As an option, allow the Mauler ship to use some of it's batteries to strengthen it's shields instead of using them to power the Mauler cannon. Using up the "charge" for one Mauler allows the mounting ship to increase it's shields by 50% of it's original value; using up the "charge" for both Maulers allows it to double it's original shield strength. Doing so also counts as firing a given Mauler, and requires it to be reloaded before it can be fired or boost shields again.
I don't recall the other Maulers well enough to stat them out, and I don't have any SFB materials anymore so I'm statting the D6M from memory. Anyone care to stat out the other Maulers?
***edited to reflect correct damage dealt. ***