Evilmike's totally unpublishable/unusable not-Module Q proposal

Star Fleet Universe Discussion Board: Company-Conventions-Stores-Ideas: New Product Lines Development: OTHER PROJECTS: Sublight Battles: Evilmike's totally unpublishable/unusable not-Module Q proposal
  Subtopic Posts   Updated
Archive through July 21, 2009  25   07/30 10:42pm
Archive through October 19, 2009  25   10/20 05:42pm
Archive through October 28, 2009  25   10/28 10:37pm
Archive through November 01, 2009  25   11/01 08:13pm
Archive through August 02, 2010  25   02/03 12:14pm

By Brodie Nyboer (Radiocyborg) on Tuesday, August 03, 2010 - 12:03 am: Edit

Jean, please don't delete this thread. It contains copies of old rules others may not have access to elsewhere.

By Jean Sexton (Jsexton) on Tuesday, August 03, 2010 - 05:48 pm: Edit

After consultation with the Steves, the decision was made to not delete the topic at this time.

Jean
WebMom

By Mike Strain (Evilmike) on Thursday, February 03, 2011 - 04:32 am: Edit

At long last, the dreaded and infamous Nuclear Torpedo Rules.

I originally had this big idea to base them off modern torpedoes...they would have active/passive modes, this and that, blah blah blah.

Too complicated.

Instead, they are direct-fire. Much easier.

Nuclear Torp Hit Chart:
Use the Photon Torpedo Chart.

Heavy Nuclear Torps have a max range of 15.
Medium/Standard Torps have a max range of 10.
Light Torps have a max range of 8.

All nuclear torps have a PF (Pen Factor) of 8.

All torps take one turn to arm (during EA); light torps cost 1 point of energy, mediums cost 2, heavies cost 3. Once armed, a torp may be held for no power cost. An armed torp can be unarmed (put back on 'safe') at the end of any turn during the record keeping phase for a cost of zero energy.

Light torps do 8 damage when they hit.
Medium torps do 10 damage.
Heavy torps do 12 damage.

SC1 and SC2 units carry heavy torps; SC3 carry mediums, SC4 and fighters carry light torps.

If a torpedo launcher holding an armed torp is destroyed, the torpedo detonates inside the tube for 2D6 internals. The ship also loses 1 armor box.

Am iffy if ships should have a limited amount of torps or not.

By Reid Hupach (Gwbison) on Thursday, February 03, 2011 - 11:09 am: Edit

Got a question

Why if it has a nuclear warhead do you need to power it?

By Troy Latta (Saaur) on Thursday, February 03, 2011 - 12:14 pm: Edit

\technobabble[To avoid costly accidents, all nuclear warheads are fitted with magnetic anti-detonation shields. Power must be applied to pull the magnets away, after which the weapon is "off safe." The safety can be re-engaged at any time by simply letting the shields slam back into place.]
Actually, I'd suggest a small amount of holding energy (equal to half the arming cost, perhaps?) both to make my technobabble work better (have to continuously apply energy or the safety re-engages itself) and for game balance.

By Troy Latta (Saaur) on Thursday, February 03, 2011 - 12:17 pm: Edit

\technobabble\To avoid costly accidents, all nuclear warheads are fitted with magnetic anti-detonation shields. Power must be applied to pull the magnets away, after which the weapon is "off safe." The safety can be re-engaged at any time by simply letting the shields slam back into place.\/technobabble\
Actually, I'd suggest a small amount of holding energy (equal to half the arming cost, perhaps?) both to make my technobabble work better (have to continuously apply energy or the safety re-engages itself) and for game balance.

By Terry O'Carroll (Terryoc) on Thursday, February 03, 2011 - 12:26 pm: Edit

If I were doing it, I'd base it off the Omega Tachyon Missile rules. A rack filled with 3 or 4 honkin' big nuclear missiles.

By Mike Strain (Evilmike) on Friday, February 04, 2011 - 12:05 pm: Edit

And then you need an Omega module. To play my insane proposal, all you need is Basic and Advanced Missions, and the EY modules.

Hmm.

Just Basic, actually, come to think about it.

As for why 'nuclear torpedoes' cost power to arm, it's the same reason why 'photon torpedoes' cost power to arm.

*insert technobabble here*

By Reid Hupach (Gwbison) on Friday, February 04, 2011 - 01:59 pm: Edit

NoMike a nuclear warhead is a set warhead which needs no power, now if you want to say the power is for the propellant of the missle I might buy that

By Mike Strain (Evilmike) on Friday, February 04, 2011 - 02:42 pm: Edit

I don't care if you buy it or not; SFB (and its derivatives) is essentially Flash Gordon; it's a space opera, with very little 'science'. If you looking for any sort of 'realism', you are in the wrong place.

By Mike Strain (Evilmike) on Friday, March 18, 2011 - 03:36 am: Edit

Particle Beams.....

In the same vein as the Nuclear Torpedoes, to save time (and sanity) I'm simply adapting a SFB weapon to serve as the sublight particle beam weapon.

Basically, use the Fusion Beam tables/rule (with a few modifications). There are no overloads, suicide or otherwise, you can't hold them, and you have a one-turn cool down. Also, they do NO damage to intact shield boxes. So when the Y50 shield refits show up (or when fighting Paravians anytime...) they basically disappear.

Andorians and Alpha-Cents use the Particle Beam as their primary heavy weapon system, as it punches thru armor very well.

Max range is 12 hexes. Yeah, this means the fusion beam chart will have to be tweaked a bit.

By Mike Strain (Evilmike) on Monday, August 31, 2015 - 08:28 am: Edit

I wondered where the hell this had gotten too.....

By George Duffy (Sentinal) on Monday, August 31, 2015 - 05:51 pm: Edit

It's traveling at sublight, therefore give it another 6 years to catch up. :)


Add a Message


This is a private posting area. A valid username and password combination is required to post messages to this discussion.
Username:  
Password:

Administrator's Control Panel -- Board Moderators Only
Administer Page | Delete Conversation | Close Conversation | Move Conversation