Star Frontiers Wiki
Tag: Visual edit
Tag: Visual edit
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An x-screen forms a protective field surrounding the ship. Besides making the ship more difficult to hit, an x-screen absorbs energy from a xaser. If a ship is hit by a xaser while inside an x-screen, the amount of damage rolled is divided in half (fractions are rounded up). The result is the number of damage points inflicted on the target ship.
 
An x-screen forms a protective field surrounding the ship. Besides making the ship more difficult to hit, an x-screen absorbs energy from a xaser. If a ship is hit by a xaser while inside an x-screen, the amount of damage rolled is divided in half (fractions are rounded up). The result is the number of damage points inflicted on the target ship.
   
If a ship or space station in orbit around a planet creates an x-screen, the mask will last through one complete orbit. A ship can carry only a limited number of x-screen charges, each of which will last through one hour (six complete game turns). 
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If a ship or space station in orbit around a planet creates an x-screen, the screen will last through one complete orbit. A ship can carry only a limited number of x-screen charges, each of which will last through one hour (six complete game turns). 
   
 
Other than being old-fashioned in its workings compared to other defensive screens (stasis, ion, antimatter), an x-screen's greatest drawback is the explosive pyrotechnics created when it gets intersected by a staser beam.  
 
Other than being old-fashioned in its workings compared to other defensive screens (stasis, ion, antimatter), an x-screen's greatest drawback is the explosive pyrotechnics created when it gets intersected by a staser beam.  

Revision as of 16:13, 29 October 2018

Electron Screen

This screen is a field of charged particles which surrounds a ship. It is effective in blocking electron and disruptor beams; yet it also creates explosive pyrotechnics (technically, subatomic fusion) when intersected by proton beams, which inflict double normal damage on hull hits.

Proton Screen

This screen, the opposite of an electron screen, blocks proton and disruptor beams. However, it creates explosive pyrotechnics when intersected by electron beams...which cause double normal hull damage.

Stasis Screen

This screen is moderately effective against all particle-projection weapons. It is not as good as an electron or proton screen against their respective weapon types, but it does not react with any beams. However, the electromagnetic pulse of a stasis screen allows missiles and torpedoes to home in with increased accuracy…and to do increased damage, if they find their target. 

Antimatter Screen (optional)

This screen is effective against antimatter beams, but it creates explosive pyrotechnics when intersected by a disintegrator beam...which inflicts double normal hull damage.  

X-Screen (optional)

An x-screen forms a protective field surrounding the ship. Besides making the ship more difficult to hit, an x-screen absorbs energy from a xaser. If a ship is hit by a xaser while inside an x-screen, the amount of damage rolled is divided in half (fractions are rounded up). The result is the number of damage points inflicted on the target ship.

If a ship or space station in orbit around a planet creates an x-screen, the screen will last through one complete orbit. A ship can carry only a limited number of x-screen charges, each of which will last through one hour (six complete game turns). 

Other than being old-fashioned in its workings compared to other defensive screens (stasis, ion, antimatter), an x-screen's greatest drawback is the explosive pyrotechnics created when it gets intersected by a staser beam.  

Armageddon Effect (optional rule)

Whenever an electron beam intersects a proton screen, or a proton beam intersects an electron screen, or a staser beam intersects a masking screen, there is a 60% chance that the explosive pyrotechnics (technically, subatomic fusion) created will immediately destroy the target ship. This will also inflict damage on every other ship and/or base in the target’s hex…including that which fired on the target ship, if applicable. Said damage is equal to the target ship’s original number of hull points.

EXAMPLE: A battleship, which has 120 hull points, is hit by a disintegrator beam while using an antimatter screen and thereby experiences the Armageddon Effect. Every other ship and/or base within 10,000 kilometers of the battleship will take 120 points of damage—including the vessel which fired on the battleship, if that vessel is in the same hex. 

If the ship makes its survival roll (40 or less), the screen has merely buckled and must be repaired. The beam in question still inflicts double the normal amount of hull damage points, which may destroy the target ship anyhow.

If the same thing happens a second time to the same ship, risk of the Armageddon Effect increases to 80%. A third time will automatically trigger the Armageddon Effect.

Kinetic Stasis Hits/Cripples (optional rule)

Whenever a ship using a stasis screen is hit by a kinetic weapon (missile battery, concussion mine, seeker missile, ion/antimatter torpedo, et al), there is a 50% chance that the target ship will be crippled. If the same thing happens a second or third time, this risk increases to 70% and—respectively—90%.

1st Cripple: Navigation hit; lose maneuvering control

2nd Cripple: Same as above, plus Electrical fire; roll damage at DTM+20 each turn

3rd Cripple: Same as above, plus Damage Control hit; DCR cut in half

If the ship makes its survival roll successfully, the screen has merely buckled and must be repaired.

No ship can ever survive 4 kinetic stasis hits; instead of a fourth cripple, the target ship is destroyed automatically; the player need not roll for it.