New SA - Divert power to Weapons

Timestheus

Mongoose
At one point in the series Sheridan has the Jump Drive taken offline and the extra power fed into the main gun of the Whitestar.

This allows it to do enough damage to kill a Shadow Ship.

If we were to recreate this as a Special Action what would you suggest it do?

First off I would make it remove the Jump Drive trait from the target ship for say 3 turns. This would be the negative.

As the positive I would allow the ship to divert that power for one turn into a single weapon system that would gain +2 AD.

The following rounds the weapon would return to normal and the jump drives would start to recharge. At the end of the 3 turns the Jump Drive trait would return and you could use the SA again.

Basically I would see the command as having you dump all the energy being stored by the Jump Drive into the weapon system. After the temporary burst of firepower the extra energy is drained and has to be recharged.

Opinions?

Also would you make it automatich sucess or require a crew check? I am thinking that this would require a crew check. If you fail the energy is discharged in a useless power surge and the jump drives go down for 3 turns. If you really fail by say rolling a 1 then you just fried the jump drives and they are lost for the rest of the game. This way there is some risk to using the SA and would explain why we dont ever see it used again.
 
Not enough of a negative me thinks. I've rarely seen the jump engine used, I've only used it to jump out once in something like 20 campaign games. Perhaps you could reduce speed in 1/2, loose 1 turn and loose dodge if you had it, something more negative. Or ship acts as if adrift for the next turn.

Frank V.
 
SA: Divert Power to Weapons
Crew Quality Check: 8

Chose one weapon system. This weapon system gets +2AD; in addition, nominate one enemy target immediately. All Attack Dice used by the ship that miss this target may be re-rolled. No other target can be attacked. Weapons with the Beam, Energy Mine, or Twin-Linked traits may not benefit from this re-roll. However, note that the AD bonus can be applied to Beam and Twin-linked weapons, but cannot be used with the E-mine, Mass Driver, or Orbital Bomb weapons.

When using Divert Power to Weapons, the ship will count as Crippled in the next turn, in addition to being unable to use a Special Action next turn as well. Further, the ship will count as having used its Jump Drive for the game, meaning it will be unable to open a jump gate for the rest of the game.


How's that...? Drawback to the firepower bonus is the ship is crippled next turn, in addition to having its SA's removed that turn as well, so it can't just CBD the turn after it fires everything off, and sucks away the energy of the JE.
 
That sounds pretty cool. I like the idea of throwing so much into a vital shot that it leaves the firing ship drained. The second option of leaving the ship cripled for a turn sounds like a fairer trad off between positive and negative.
 
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