Momentary Singularity Generator

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Rules: Momentary Singularity Generator
By eric jimerson (Lord_Errock) on Wednesday, March 02, 2005 - 08:53 pm: Edit

Momentary Singularity Generator
Abbreviation: MSG
By Eric Jimerson
V1.15 (3-2)

The MSG projects a tiny, temporary, singularity into a hex, causing units within range to move towards it at a rate depending on the range to the singularity. It is a non-weapon weapon in that it does not cause damage directly to a unit, but it may lead to a unit receiving damage. It sis designed to assist units in their use of the Graviton Wave Projector (see concurrent proposal) but it can stand alone.


Designation:
A Momentary Singularity Generator is labled “MSG” in the SSD. Each MSG has an associated firing arc.. Each MSG box on the SSD represents one MSG; all MSGs on a ship are armed and operated separately.

MSGs are hit as torpedoes on the DAC


Limitations
The number of MSGs a ship might mount is determined by size class:
SC4: 1
SC3: 2
SC2: 3
SC1: 6
SC5 and smaller units may not mount a MSG


Operation:
Arming:
-The MSG requires 3 points of warp power over each of two turns.
-The first turn of arming may be started and/or completed with reserve warp
-The second turn of arming must be allocated
-If not fired on the second turn of arming, requires a rolling delay

Firing:
-MSGs at the same point in the sequence of play where ESGs are announced; they are announced immediately before ESGs.
-Owning player selects a hex within arc and range (up to 30 hexes away).
-Owning player consults to-hit table:
Range: 5-8 9-15 16-22 22-30
Hit (d6): 1-5 1-4 1-3 1-2
-A miss represents a malfunction in the MSG rather than a failure to ‘hit’ the target; in case of a ‘miss’, no singularity is generated.

Restrictions:
-The MSG may not be fired into a hex where its area of effect would overlap that of another singularity, regardless of how that singularity was generated.
-The MSG may not be fired into the hex of a planet, star, or nebula.
-An MSG is affected by EW as normal.
-An MSG may not be fired from EM; an MSG requires AFC and lock-on to the hex in question; firing an MSG will void a cloak and/or WW.


Effect:
-If the firing is a success, the MSG generates a tiny singularity (MSG-S) in the hex, with effects similar to, but not nearly as strong as, a standard black hole. Black holes will effect units within 30 hexes; MSG singularities affect objects out to 6 hexes.

Formation:
-The MSG-projected singularity becomes effective 4 impulses after firing, at the same point in the sequence of play as ESGs, immediately before ESGs solidify

Effects upon ‘solidification’:
-Immediately, upon ‘solidification’, all units within 6 hexes move 1 hex towards the MSG-S. Units that were adjacent to the MSG-S will move into the hex of the MSG-S

Additional movement effects:
-For the next 32 impulses, units within 6 hexes of the MSG will move towards the MSG in the following manner:
R6: every 6th impulse
R5: every 5th
R4: every 4th
R3: every 3rd
R2: every 2nd
R1: every impulse
-Movement caused by a MSG-S is otherwise identical to that caused by a Black Hole, except as modified by these rules.

Effect at R0:
-A MSG-S, while powerful enough to move a unit, is not physically large enough to damage it (or anything else).
-Units ay R0 cannot move out of their present hex (exception: they can be displaced). While unable to move out of they hex, they maintain an effective speed commensurate with their movement energy.
-Units at R0 do not explode. They are unharmed, except that they do not move. They may still turn as allowed by their turn mode or by the tactical maneuver rules, as applicable.
-Units may fire DF weapons into or out of or through a MSG-S hex; seeking weapons will be stuck in the MSG-S hex until it dissipates, unless its target is also in the same MSG-S, in which case, the seeking weapon will explode (or do whatever else it is supposed to do when it reaches its target). Units in a MSG-S hex enjoy 2 points of natural ECM from weapons fired at them and fire through 2 points of natural ECM at units they fire at. Units firing across a MSG-S hex fire through 2 points of natural ECM
-Units at R0 do not collide. SVC says there are no collisions in SFB, and you will abide by what SVC says.

Additional effects, etc:
-An MSG will not affect planets, moons, asteroids, comets, nebulas, heat zones, gravity waves, bases w/ positional stabilizers or mines.
-An MSG-S will affect the appropriate units in an atmosphere, if the unit in question has a clear line of sight to the MSG-S. These units will not suffer the immediate 1-hex move toward the MSG-S, but will be moved as usual in subsequent impulses.

Dissipation
-MSG-S dissipate 32 impulses after they form, at the same point in the sequence of play as ESGs, immediately before ESGs dissipate.
-Once dissipated, all the restrictions and benefits of a MSG-S cease, and all units affected by it resume normal operations
-Once solidified, the MSG-S lasts for 32 impulses, period. Nothing, except the passage of that 32 impulses can remove the MSG-S from the board.


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