Hi guys,
Okay, I have been mulling over Ion weapons a great deal over the past few weeks. But I think I have cracked it
I had been thinking in terms of individual systems being affected, how big ships should be somewhat more resilient and so on. And it was all getting rather complicated with tables and DMs flying about all over the place. What was also worrying me was that we still have not got the capital ship/fleet battle systems in place, and complication at this level is just going to get magnified. Simple is important here.
This weapon is going to be used in combat and so it needs to be simple to use. You don't want to do maths or look up various tables when playing - you just want to shoot the thing, see something blow up, and then move onto the next target.
So, it occurred to me, the one thing all the systems likely to be affected (drives, weapons, screens, computers, etc) all require one thing. Power. So, we can head this rule off at the pass, as it were, by directly attacking the Power of a ship. Reduce that, and the crew will be scrambling around trying to keep the most vital systems online while a big portion of the ship goes dark.
As a final effect, that is exactly what we want.
So, the draft rules currently have a new weapon trait - Ion. Text below...
New Weapon Trait: Ion
By means of massive electromagnetic pulses, overloading or power systems or other exotic effects, ion weapons have the potential to temporarily disrupt critical systems on board a ship without causing permanent damage. This can give a vital edge in combat while an enemy ship recovers or force an enemy to surrender before the disabling attack is followed up by something far more potent.
Instead of dealing damage as usual, Ion weapons use the following rules.
When an Ion weapon successfully hits a target, roll for its damage but ignore any armour the target possesses. Instead of applying damage to the target’s hull, it is instead temporarily deducted from the target’s Power, representing the disabling effects as they spread throughout the ship and the crew working hard to keep the most vital systems online.
This reduction in Power will last until the target completes its next set of actions, in either the current round or the next.
If the Effect of the attack roll is 6 or more, the reduction in Power will last for D3 rounds.
Hardened Systems: If a system is listed as being hardened (as with /fib computers, for example), any Power required to run it may be ignored while a ship is under the effects of an Ion weapon, so long as there was sufficient Power to run it before the Ion weapon struck.
Now, we can muck around with putting Hardened onto systems other than computers at a later date. However, this rule does fulfil everything we need - ships need to be disabled in varying degrees based on size of ship and power of weapon, and it can be resolved in seconds.
Oh, and you will want the damage outputs of Ion weapons - this is where, I think, attention is most needed to get the trait, well, ship-shape.
Right now, I have them at;
Ion Barbette: 1D x 10
Small Ion Bay: 3D x 10
Medium Ion Bay: 6D x 10
Comments welcomed!
Okay, I have been mulling over Ion weapons a great deal over the past few weeks. But I think I have cracked it
I had been thinking in terms of individual systems being affected, how big ships should be somewhat more resilient and so on. And it was all getting rather complicated with tables and DMs flying about all over the place. What was also worrying me was that we still have not got the capital ship/fleet battle systems in place, and complication at this level is just going to get magnified. Simple is important here.
This weapon is going to be used in combat and so it needs to be simple to use. You don't want to do maths or look up various tables when playing - you just want to shoot the thing, see something blow up, and then move onto the next target.
So, it occurred to me, the one thing all the systems likely to be affected (drives, weapons, screens, computers, etc) all require one thing. Power. So, we can head this rule off at the pass, as it were, by directly attacking the Power of a ship. Reduce that, and the crew will be scrambling around trying to keep the most vital systems online while a big portion of the ship goes dark.
As a final effect, that is exactly what we want.
So, the draft rules currently have a new weapon trait - Ion. Text below...
New Weapon Trait: Ion
By means of massive electromagnetic pulses, overloading or power systems or other exotic effects, ion weapons have the potential to temporarily disrupt critical systems on board a ship without causing permanent damage. This can give a vital edge in combat while an enemy ship recovers or force an enemy to surrender before the disabling attack is followed up by something far more potent.
Instead of dealing damage as usual, Ion weapons use the following rules.
When an Ion weapon successfully hits a target, roll for its damage but ignore any armour the target possesses. Instead of applying damage to the target’s hull, it is instead temporarily deducted from the target’s Power, representing the disabling effects as they spread throughout the ship and the crew working hard to keep the most vital systems online.
This reduction in Power will last until the target completes its next set of actions, in either the current round or the next.
If the Effect of the attack roll is 6 or more, the reduction in Power will last for D3 rounds.
Hardened Systems: If a system is listed as being hardened (as with /fib computers, for example), any Power required to run it may be ignored while a ship is under the effects of an Ion weapon, so long as there was sufficient Power to run it before the Ion weapon struck.
Now, we can muck around with putting Hardened onto systems other than computers at a later date. However, this rule does fulfil everything we need - ships need to be disabled in varying degrees based on size of ship and power of weapon, and it can be resolved in seconds.
Oh, and you will want the damage outputs of Ion weapons - this is where, I think, attention is most needed to get the trait, well, ship-shape.
Right now, I have them at;
Ion Barbette: 1D x 10
Small Ion Bay: 3D x 10
Medium Ion Bay: 6D x 10
Comments welcomed!