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Ship Point System

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 Introduction

This is intended as a "metasystem", i.e., one that would be used by the game designers, not the game players.
    The idea is to be able to assign a point value to each system so as to balance ship designs.
    In other words: if the Blortch battlecruiser has three Kill-O-Zap death ray batteries at 5 points apiece, it should be equally as deadly as an Octopoid TentacleShip armed with one Ultra-Violent Laser Cannon at 15 points.
    The basic system is cribbed from Hero Games CHAMPIONS RPG (the 4th Edition Hero System). This system is noted for focusing on effects instead of causes, and for the reliability of the point system.  That is, if you design a given superhero power two different ways, chances are they will have the same point value.
    It is also noted for versatility, there are so many variables to play with that many vastly different weapons can be created. In so many other game, the only difference with the weapons is their names.
    People who find that they enjoy these notes are encouraged to get an actual copy of Champions, as it has many more goodies in it.

"TO HIT" ROLLS

    In the rules that follow you will find references to "To Hit" rolls. This is whatever mechanism the game proper has to determine if weapons fire actually strikes the intended target.
    This design system has some influence on To Hit rolls:

SHIP UNITS

    A "unit" is an installation on a ship that allows the ship to do something.  For example, a nuclear missile launcher unit allows the ship to hurl radioactive nuclear death its enemies.
    Each unit has a build point cost.  This is how many build points are required to purchase one such unit when a ship is constructed. The idea is that two units with equal build point costs should be of roughly equal utility to the ship. This is the tool used to balance ship designs, that is, two ship designs with equal build point totals should be equally matched.
    Units are designed by first selecting their base function from the list of functions below.  The desired capacity is determined, and the cost in basic points is looked up from the function description.
    The unit can have advantages added, which make it more powerful but also increase the build point cost.
    The unit can also have disadvantages added, with make it weaker but also decrease the build point cost.
    The final build point cost can then be calculated:

active points = basic points  * ( 1.0 + total advantage factors )
build points  = active points / ( 1.0 + total disadvantage factors )

("Active points" are used in some later calculations, power requirements for instance.)
( "*" means multiplication, "/" means division)
When dividing, always round to the nearest whole number.

    The unit is given a colorful name.
    Again, note that this system is focused on effects, not causes. A unit with the Zap function can be called a laser cannon or an atomic spitwad thrower, the system doesn't care. All it needs to know is that the system is designed to kill enemy units.
    As a rule of thumb a Zap or Shock unit is a weapon, while a Defense unit is some kind of protection.

    Example: Let's make a Gattling Gun Laser!
    We will start with the Zap function.  We want each shot from the laser to do 2 dice of damage. The description of Zap tells us that each die costs 5 basic points, so our total is 15 basic. We will give it the Autofire (0.5) and Armor Piercing (0.5) advantages, for a total advantage factors of 1.0.  To bring the build cost down, we will give it the Reduced By Range (0.25) and Burnout 14< (0.25) disadvantages, for a total disadvantage factors of 0.5.
basic points = 15
total advantage factors = 0.5 + 0.5 = 1.0
total disadvantage factors = 0.25 + 0.25 = 0.5
active points = 15 * (1.0 + 1.0) = 30
build points = 30 / (1.0 + 0.5) = 20
range = 15 * 1 = 15 hexes
power = 30 / 5 = 6
So each one of our Gattling Laser units cost 20 build points.

    Ship units may require Power, and/or have a Range.
POWER: Each time the function is used, it requires power points. The number of points it requires is (active points / 5). Power points come from Power Generators.
RANGE: The function can only be used on a target within range. Range equals (build points * 1). Play with this formula to scale it to the ranges you want in your game. If the function has no range, it can only be used on a target in contact with the ship, or on the owning ship itself.


EXAMPLE SHIP UNITS

Here are some examples to whet your appetite.

Name of unit: abbreviated specification
full specification
How it acts: english translation of specification
 

"INDEPENDENCE WAR" STYLE AGGRESSOR SHIELD3d6 eShock p=3
Shock function with no advantages or disadvantages. 3 power points per turn.
How it acts: If the shield is given the required power, all hostile ships that come in contact with the shield get fried, that is, they are inflicted with three 6-sided dice worth of energy damage. Requires 3 power points per turn, regardless of how many hostiles get shocked.

LASER CANNON: 3d6 eZap "Laser" AP RNG- p=5 rng=23
Zap function (energy damage) with the Armor Piercing advantage, and the Reduced by Range disadvantage. "Laser" special effect.  5 power points per use, maximun range of 23 hexes.
How it acts: When given the required power of 5, the cannon can attack one target per turn.  The target does not have to be in contact with the ship but must be within 23 hexes.  The further away the target is, the harder it is to hit, and the lower the damage inflicted will be. Inflicts three 6-sided dice worth of energy damage. Damage can only be mitigated by any and all Defense units the target has which protect against energy damage, and any lacking the Hardened advantage are treated as if at half strength.
(Note how compact the specification is compared to the translation)

COIL GUN: 3d6 pZap "Hypervelocity Kinetic Projectile" AP p=5 rng=23
Zap function (physical damage) with the Armor Piercing advantage. "Hypervelocity kinetic projectile" special effect.  5 power points per use, maximum range of 23 hexes.
How it acts: Just like the Laser Cannon, except that the amount of damage dealt is NOT reduced by range, and target needs Defense units that protect against physical, not energy damage.

NUCLEAR SEEKER MISSILES: 3d6 eZap "Nuclear Missile" EX RNGN JAM12< 8CH rng=30
Zap function (energy damage) with the Explosion and No Range Penalty advantages, and the Jammed (12<) and 8 Charges disadvantage.  "Nuclear Missile" special effect.  Maximun range of 30 hexes.
How it acts: There are 8 missiles, one of which may be used to attack one target per turn.  No power is required.  The target must be within 30 hexes.  There is no range penalty to hit the ground zero hex (homing missiles).  All ships within the explosion radius are automatically dealt energy damage, the amount varies with the distance from ground zero.  Before each shot, the unit has to pass a jamming roll of 12 or less on 3d6. Failure will render the unit inoperative for the rest of the battle.

X-RAY DETONATION LASER MISSILE: 3d6 eZap "Laser" AE:C15s 6CH  rng=15
Zap function (energy damage) with the Area Effect Cone (size 15) Selective Target advantage, and the 6 Charges disadvantage. "Laser" special effect. Maximum range 15 hexes.
How it acts: There are 6 missiles, one of which may be used to attack per turn.  No power is required.  The ground zero hex must be within 15 hexes.  There is a range penalty to the To Hit roll.  Missile flies to the ground zero hex, explodes, and the bomb-pumped lasers attack those ships within the cone-shaped engagement envelope who were selected by the missile owner.  Separate To Hit rolls are required for all selected ships, and any that are hit suffer full energy damage.

ANTI-MISSILE REPULSOR: 9 eDefense LIMIT="only vs. missiles" p=2
Defense function (energy damage) with the Limited Effect disadvantage of "only works against missiles".
How it acts:  When given the required power, any weapon that inflicts energy damage on the ship that has the "Missile" special effect will have the amount of inflicted damage reduced by  9 points (5 points if the missile is armor piercing. A minimum amount of damage will penetrate if the missile is penetrating).

RAY SCREEN:  9 eDefense p=2
Defense function (energy damage)
How it acts: as the Anti-missile repulsor, except it works against all energy attacks, not just missile attacks.

REPELLOR FIELD: 9 pDefense p=2
Defense function (physical damage)
How it acts: as the Anti-missile repulsor, except it works against all physical attacks, not just missile attacks.

ANTI-BOARDING MINES: 3d6 pShock EX IMMUNE 1CH
Shock function (physical damage) with the Explosion and Immunity advantage, and the 1 charge disadvantage.
How it acts: The ship is encased in a shaped charge set to explode outward, to provide a rude surprise to hostile ships attempting to dock and board. It requires no power, but can only be used once.  Ground zero hex is the ship's hex, all ships within the blast radius are attacked, with the damage decreasing by range.  The owner ship is immune from the blast.

NUCLEAR DAMPER FIELD:  10d6 Drain=Zap AE:R150 DISPEL LIMIT="only vs. nuclear" p=60
Drain function with the Area Effect Radius (radius=21) advantage and the disadvantage of Dispel and the Limited Effect of "only works against nuclear items".
How it acts: when given 60 power points, any nuclear Zap device (in use) that comes within the radius of the unit undergoes a drain attack. (for example, if somebody lobs a nuclear warhead at you) 10d6 is rolled. If the amount rolled is greater than the active points in the device, the device does not function and any charge or power expended are wasted. Otherwise it is unaffected.


UNIT FUNCTIONS

Each unit has a base function selected from the following list: POWER GENERATOR
Has a storage capacity of 1 point of power per 10 basic points. Has a power generation of 1 point of power per 1 basic point. Each turn the ship can spend any or all power points in storage. At the end of the turn, power points generated are added to the storage bank, up to the storage capacity. Power points are used by some other units.  This item is included so that the size of a ship's power plant can be factored in when balancing various ship classes.

nd6 SHOCK
Used to give a nasty jolt to any hostile that comes into physical contact with a ship. 1d6 worth of damage inflicted on one target per 3 basic points. Specified as either inflicting energy damage (i.e., a laser), physical damage (i.e., a cannon ball) , or crew casualties. (i.e., stunning the crew with psionic force, a "death ray", etc.) Energy and physical damage is inflicted on the target ship proper, crew casualties are inflicted on the target ship's crew. (eShock, pShock, and cShock)
Requires a To Hit roll.
Requires power per use. Only one use per turn.
No range (must be in contact with target).
Optional: Specified as a special effect (laser, missile, gravity, plasma, etc.) which is used with the Limited Effect disadvantage.
NOTES: Rarely used without advantages. As it stands it represents something like a ship with an electrified hull. Sometimes used as the warhead on a missile.

nd6 ZAP
Used to make a gun. In game terms it acts like the Shock function with the Ranged advantage.
It is the same as Shock except:
1d6 damage per 5 basic points
It has Range.
To Hit roll suffers a range penalty
(eZap, pZap, cZap)
Zap can also be spread. It can be spread for hitting or spread for area. You are defocusing the energy blast in order to hose down an area.
    When spreading for hitting, you loose dice of damage in exchange for a better chance of hitting the target. For each dice of damage you forego, you get a +1 on your chance To Hit.
    When spreading for area, you loose dice of damage in exchange for filling hexes with zap. For each dice of damage you forego, you get one hex. All ships in a zapped hex can be hit, each require their own personal To Hit roll. The hexes must be contiguous.
    The spreading ability can be eliminated with the Beam disadvantage, so as to reduce the cost of the unit.

n DEFENSE
Used to make armor and force fields. 1 point worth of defense per 1 basic point
Defense points are subtracted from damage inflicted.
Requires power per turn of use. This amount of power will provide protection from all weapon strikes during the entire turn, i.e., the power cost is per turn, not per weapon strike.
Specified as either defending against energy damage, physical damage, or crew casualties. Alternatively, it can be apportioned among the categories (i.e., 10 points of energy defense and 15 points of physical defense) (eDefense, pDefense, cDefense)
NOTES: this approximates a force field.  With the Reduced Power No Power advantage, it represents armor.

DARKNESS n Radius vs. x,y,z
    This creates an area on the map that is impervious to certain sensor types. Ships within the darkness field cannot use the specified sensor type, nor can ships outside of the field use that sensor type to detect anything within the field. The main effect is that you cannot shoot at a ship unless you can see it with a targeting sensor. Exception: a ship possessing the darkness unit with the Immunity advantage can ignore the darkness field.
    Example: a ship with only radar sensors will not be able to shoot at enemy ships within a radar darkness field. But a ship with radar and lidar will.
    10 basic points purchases a single hex of Darkness, invisible to one sensor type. The hex is the one the owning ship is occupying, unless the Ranged advantage is added. Requires Power.
    Each additional sensor type costs 5 basic points. Each additional hex radius from the center hex costs 10 basic points.

nd6 FLASH vs. x,y,z
    This is sort of an attack on a target's sensors (much like using a camera strobe to temporarily blind somebody). Requires a To Hit roll. The target must be in Range. Requires Power.
    When the target is struck, the flash dice are rolled and the total divided by 3. This is how many turns the target's sensor units will be out of action. Only sensor units of the specified type are affected. The number of blinded turns can be reduced if the target has appropriate Flash Defense units.
    Each die of flash cost 10 basic points and affects one sensor type. Each additional sensor type affected costs 5 points. The sensor types affected must be specified when the unit is designed.

n FLASH DEFENSE=x
    This reduces the effect of Flash attacks (much like wearing dark glasses). It protects one sensor type, and will protect all such sensor units mounted on the ship. The points in flash defense are subtracted from number of turns of blindness inflicted by the flash attack. Each point of flash defense cost 1 basic point.

ILLUSION vs. x,y,z
    This allows the projection of an illusory image of a ship into another hex within range. Only one image can be projected per unit. Requires Power.
    The image will appear real to each sensor type covered by the illusion function. It is important to cover all the sensors, as any uncovered sensor types will unmask the illusion. That is, if the superdreadnought appears on visual, radar, but not infared sensors, the observer will find it most suspicious.
    The illusion function costs 20 basic points, and covers one sensor type. Each additional sensor type covered costs 5 basic points.
    Any ship image can be projected, and the image can be altered to suffer illusory damage if attacked.

INVISIBILITY vs. x,y,z
    This makes the owning ship invisible to certain sensor types, i.e., it is a cloaking device. 30 basic points makes the ship invisible to one sensor type, each additional sensor type cost 15 points. It is negated during any turn that it uses a unit based on Zap, Shock, Drain, or Flash (i.e., firing a nuclear camera strobe at your opponent is a sure fire way to give away your position) Requires Power.
    Keep in mind that an invisible ship cannot be shot at unless it can be seen by at least one kind of targeting sensor.

SENSORS
    Each sensor has a specific type (radar, lidar, optics, thermal, etc.).
    Sensors come in two kinds: detection and targeting. Both kinds can see the presence, number, and location of ships on the map. Targeting sensors allow one to perform To Hit rolls on ships. If none of the ships on a given side have any detection or targeting sensors capable of seeing certain hostile ships, those ships are removed from the map and their owner moves them by secretly recording their location.
    A ship gets its first sensor type unit for free (usually targeting radar). Additional detection type units cost 10 basic points, while additional targeting type units cost 20 basic points.
    Sensors can be rendered useless by Darkness, Invisibility, and Flash. If a ship has no unblinded targeting sensors capable of seeing a given hostile ship, the hostile cannot be the target of any unit that requires a To Hit roll. This is why area effect attacks are useful on invisible hostile ships. If you cannot see him in the dark, then find him with a frag grenade. Of course, if the hostiles are not even on the map, you will have to frag a lot of locations and hope you get him.
    Note that sensors are not needed for a To Hit roll if the target is a hex instead of a ship.

DAMAGE RESISTANCE
Reduces damage inflicted (after defense is subtracted).
This more or less represents a ship's structure composed of hardened materials.
For 10 points, damage inflicted is multiplied by 0.75
For 20 points, damage inflicted is multiplied by 0.50
For 40 points, damage inflicted is multiplied by 0.25

nd6 DRAIN=function
    This weird power temporarily removes active points from a predefined unit type on the target.  The unit type is specified when the drain unit is designed. The function is used to simulate some of the odder weapons.
    No range (target must be in contact).
    1d6 worth of active points are drained for 15 basic points.
    Requires power.
    The drained points return to the owner at a rate of 5 points per turn.
    The drained unit acts like it was built with only the active points it has left, i.e., a 3d6 Zap that was drained of 30 points would have only 15 points left, and thus would only have 1d6 worth of Zap.
    The main use of this function would be to simulate some kind of nuclear weapon damper or some device that reduces the target's movement or power generation.
    Sometimes it makes more sense to have the drain affect the weapon's output rather than the weapon itself. A nuclear damper would render a nuclear missile inoperative, not the missile's launcher. In these cases, the drain would operate as normal except that all of the drained points would return to the target owner at the end of the turn (i.e., it reduces the effect of this particular weapon strike)

n DRAIN DEFENSE=function
1 point worth of drain defense per 1 basic points.
Defends against a specific type of Drain unit.  The defense points are subtracted from the points drained.
Requires power.

MISSILE
    This represents a free flight missile that can be maneuvered on the game map like a tiny spaceship. The minimum cost is 5 basic points. Each basic point give 5 "missile points".
    Missiles come with a movement of 6 hexes per turn. Each extra hex of movement cost 2 missile points.
    Missiles come with a "turn mode", which is how many hexes it must move in a straight line before it is allowed to make a 60 degree turn. Turn mode = (movement/mode factor). The mode factor starts at 2. The mode factor can be increased by 1 for each 5 missile points.
    Missiles have an "endurance", which is how many turns it lasts before quietly self-destructing. This starts at 2 turns, and can be increased 1 turn for each 10 missile points.
    Missiles have a warhead. This is another attack unit, who's cost is paid in missile points. If the attack unit requires power, the missile also needs a power generator.
    Usually the warhead is based on the Shock function, with one charge.
    Missiles come with a built in "Missile is destroyed when warhead is used" limitation. This can be removed for 50 missile points.
    Missiles are commonly used with the Charges limitation, which represents a magazine full of such missiles.


FUNCTION ADVANTAGES

Advantages make a given function more powerful, at the expense of increasing the point cost.  The number in the parenthesis are the advantage factors, used to calculate the active points.  The letters in the brackets are handy abbreviations, and are totally optional. In the abbreviations, "n" means some number.
In the descriptions below, Attack Functions include Shock, Zap, Drain and Flash.
Defense Functions include Defense, Drain Defense, and Flash Defense.
  [AREA] AREA EFFECT
    Generally only used on attack functions, this allows the function to affect more than one target.  All targets in the area hexes suffer the effects (at full strength) with no To Hit roll required.
    If the function has no range, the "ground zero" hex is the hex the firing ship is occupying.  The firing ship will suffer the effects as well unless the function has the Immunity or Selective Target advantage.
    If the function has range, a To Hit roll is required to hit the desired ground zero hex, but as stated above, no roll is needed to hit any ships within the area.  Missing the hex will randomly scatter the ground zero hex to another location.     All area effect advantages can optionally have in addition either Non-Selective Target  or Selective target advantages (but not both). [AP] ARMOR PIERCING: (0.5) Generally only used on attack functions, this reduces the Defense protection of the target by one half. Exception: any Defense units with the Hardened advantage are immune.

[AUTO] AUTOFIRE:  (0.5) Generally only used on attack functions, this allows one use of the function to actually represent multiple uses. Each "shot" represents 5 shots maximum (for each additional +0.25 the maximum is doubled).  Power points or charges (if any) must be paid for all five shots.  In the To Hit roll, for every two pips the roll was made by an additional shot impacts the target, up to the maximum.

[nCH] CHARGES: Above 16 charges, this is an Advantage, below it is a
Disadvantage. See the Charges Disadvantage.

[CONT] CONTINUOUS: (1.0) Generally only used on attack functions, after an initial To Hit roll, this allows the target to suffer damage over subsequent turns with no additional To Hit required.  (Example: striking an electrical arc on your target, you can then feed them hot electric death over several turns)
    The power cost (or a charge) must be paid each subsequent turn, and you have to stay in range.  The unit doing the shocking or zapping is also unavailable for other attacks while it is already engaging a target. Once the owner stops paying the cost, the target stops suffering the effects, and a new To Hit roll is required to start the process again.
    For an additional +0.5 the Uncontrolled option can be added [CONT:U]. This allows the attack to be given its own store of power or charges (taken from the attacking ship's store). The attack then inflicts damage to the target over subsequent turns as normal, but the attacking ship can fly away and the CONT:U weapon is available for new attacks. (Example: splashing a target with flaming napalm, once the fire is going, you can go elsewhere)

[EX] EXPLOSION: (0.5) Generally only used on attack functions, this operates much like Area Effect:Radius.  The difference is that the targets suffer one less dice of damage for each hex of distance from ground zero they are. Roll the dice for ground zero, and for each hex away remove the next lowest rolling die.

[HARD] HARDENED DEFENSE: (0.25) Only used on defense functions, it allows this function to be immune to the effects of an Armor Piercing or Penetrating attack.

[PEN] PENETRATING: (0.5) Generally only used on attack functions, this insures that some damage will penetrate the targets defenses, no matter how strong they are. A minimum of one damage point will be inflicted per dice of damage. Exception: any Defense units with the Hardened advantage are immune.

[ARC:xyz] FIRING ARC: Generally only used on attack functions, this is only used in games that have weapon bearings.  Each firing arc is a 60 degree cone centered on the ship, with the axis going down one hex row. All weapons can fire upon targets in one firing arc for free. Additional arcs are +0.25 advantage. A Spinal firing arc is a disadvantage.

[NB] NEEDLE BEAM: (2.5) Generally only used on attack functions, this allows targeting of a specific unit on the target ship. If any of the damage dice rolls a 6, that unit is destroyed. Defenses are ignored unless they are Hardened (which renders the Needle Beam useless). (Use common sense, a needle beam cannot destroy a dispersed unit like Armor)

[RNGX] INCREASE MAXIMUM RANGE: (0.25) only used on functions that have range. Maximum range is multiplied by 5 for each +0.25 advantage.  See RANGED advantage.

[RNGN] NO RANGE PENALTY: (0.5) only used on functions that have range. This allows one to avoid the range penalty suffered by To Hit rolls. An example would be a radar homing missile.

[RNG] RANGED: (0.5) Generally only used on the Shock or Drain function, this allows the function to be used at a distance, instead of only on targets in physical contact.  Maximum range = basic points * 5. The To Hit roll suffers a range penalty, which is worse the larger the range to the target is. The Zap function is actually the Shock function with the Ranged advantage.

[POW] REDUCED POWER: (0.25) for the power requirements to be cut in half [POW-], (0.5) for the power requirements to be reduced to zero [POWZ].

[IMMUNE] IMMUNITY: (0.25) this allows the owner to be immune to the effects of a given function.  Generally used with the Area Effect advantage, so the firing ship doesn't get fried by its own weapons.

[DELAY] TIME DELAY: (0.25) Generally only used on attack functions, this allows the unit to take effect at a user selected time in the future. The delay in game turns is selected each time the weapon is used. Example: a Zap EX CH DELAY could represent a missile with a time bomb warhead. The power or charge cost is expended, the missile is lobbed into the ground zero hex, and when the timer runs out, everybody who is too close gets a nasty surprise.

[TRIGGER=] TRIGGER: (0.25) Generally only used on attack functions, this allows the unit to take effect when a given circumstance occurs. The triggering circumstance is determined when the unit is designed. An obvious use is for designing space mines, set to explode if an enemy ship gets too close. Like the Time Delay advantage, the power or charge cost is expended when the unit is used, but the effect only occurs when the trigger is activated. (i.e., an energy mine cost power to enplace, but no power is needed when an enemy ship causes it to explode)

[OTHER] USEABLE ON OTHER: (0.75) This weird advantage allows a unit to perform its function on a different ship than the one who has the unit. An example from the game FULL THRUST is a point defense system which can be used to defend another friendly ship who undergoes hostile missile bombardment. The second ship must be within range.


FUNCTION DISADVANTAGES

Disadvantages make a given function less powerful, but decreases the build point cost. [ABL] ABLATIVE: (1.0) only used on defensive functions. The first time the function is penetrated by damage, the function then has a 15< Activation Roll. Each subsequent penetration reduces the activation roll by one.  This represents things like armor that protects by boiling away with each strike, like the old Traveler ablative laser armor.

[ACTn<] ACTIVATION ROLL: see table below, This represents a unit that doesn't always work.  Examples include a gun that misfires, or armor that only covers a portion of a ship.  Each time the unit is used, the activation number or lower must be rolled on 3d6.  Failure means the unit doesn't work this turn.  Any power or charge cost must still be paid.
ROLL    DISADVANTAGE
8 <     2.0  ( 25% chance )
9 <     1.5  ( 37% chance )
10<     1.25 ( 50% chance )
11<     1    ( 61% chance )
12<     0.75 ( 75% chance )
14<     0.5  ( 90% chance )
15<     0.25 ( 95% chance )

[BM] BEAM: (0.25) Can only be used on the Zap power. This prevents spreading the zap.

[BURNn<] BURNOUT: see table below.  This represents a unit that sometimes destroys itself after it is used.  Each time the unit is used, after it is used, roll equal or under with 3d6.  Failure means burnout, the unit cannot be used for the rest of the game. (Compare with the Jammed limitation) If this unit does not also have the Charges disadvantage (or advantage), use the table on the left, otherwise use the one on the right.
    In many ways, Burnout and Charges are the same limitation. If a unit uses both, it only gets the disavantage factor for the one which is higher, not both. For instance, if a unit has Burnout on 9<(1.75) and 2 charges(1.5), it gets a disadvantage factor of 1.75, NOT 1.75+1.50
WITHOUT CHARGES            WITH CHARGES
ROLL    DISADVANTAGE    ROLL    DISADVANTAGE
8 <     1.5
9 <     1.25            9<    1.75
10<     1
11<     0.75
12<     0.5            12<    1.0
14<     0.25
                        15<    0.5

[JAMn<] JAMMED: see table below.  This represents a unit that sometimes destroys itself before it is used.  Each time the unit is used, before it is used, roll equal or under on 3d6.  Failure means jammed, the unit fails to operate and in addition cannot be used for the rest of the game.  Any power or charge cost must still be paid. (Compare with the Burnout limitation)
ROLL    DISADVANTAGE
8 <     2.5
9 <     2.0
10<     1.75
11<     1.5
12<     1.25
14<     1.0
15<     0.75

[nCH] CHARGES: see table below.  This removes any power requirements a unit has, and replaces it with a limited number of uses. The unit can only be used this many times per game. Note that above 16 charges, this ceases to be a limitation and becomes an advantage, increasing the build point cost. This is because it is negating the power requirements. An example of charges would be a missile magazine.
If a unit has both Burnout and Charges, it can only get a disadvantage factor from one of them. See Burnout.
CHARGES   -DISADVANTAGE/+ADVANTAGE
1                  -2.0
2                  -1.5
3                  -1.25
4                  -1.0
5-6                -0.75
7-8                -0.5
9-12               -0.25
13-16              0
17-32              +0.25
33-64              +0.5
65-125             +0.75
126-250            +1.0

[XTIMEn] EXTRA TIME: see table below.  This represents a unit that takes several turns to activate. An example from Star Fleet Battles is the Romulan Plasma Torpedo, which has to warm up over three turns before firing.
1 turn     0.5
2 turns    1.0
4 turns    1.5

[POWXn] INCREASED POWER CONSUMPTION: see table below.  This represents a unit that consumes more than the standard (active point/10) amount of power per use.  This can only be used on a unit that requires power.
POWER      DISADVANTAGE
x2         0.5
x3         1.0
x4         1.5
x5         2.0
x6         2.5
x7         3.0
x8         3.5
x10        4.0

[LIMIT=] LIMITED EFFECT: (0.25 to 2.0, average of 0.5) this represents a unit that only works under a certain circumstance, does not work under certain circumstances, or is only effective against a specific special effect.
    For instance, a point defense system could be defined as a Defense unit with the Limited Effect of "only works against missiles" (that is, against a Zap unit with the "missile" special effect).
    Lead Armor could be defined as a Defense unit with the Reduced Power/No Power advantage and the Limited Effect of "only works against radiation".
    A solar powered laser cannon can be defined as a Zap unit with the Limited Effect of "only works if exposed to sunlight".

[RNG-] REDUCED BY RANGE: (0.25) Generally only used on the Zap function, this represents a weapon that is subject to the inverse square law. Out to range 4, the unit does full damage.  It looses one dice of damage for each doubling of range after than.

[RNG/] DIMINISHED RANGE: (0.25) Only useable on functions that have range. The maximum range is divide by two. For each additional +0.25, the current maximum range is divided by two again.

SPINAL ARC: (0.75) Only useable on functions that have range. Such units can only be used on targets that are directly ahead of the ship, i.e., the hexrow extending from the ship's nose directly ahead.

[DISPEL] DISPEL: (2.0) Generally only used by the Drain function, this means that the function is all or nothing.  That is, if the amount of active points drained is greater than the active points contained in the target unit, the unit does not operate at all. Otherwise it is totally unaffected.

[INTR] INTERCEPTABLE: (1.0) Generally only used on an attack function, this means the attack can be stopped by shooting at it. For example, if the attack is a fat slow moving missile, the target could conceivably shoot down the missile with a laser or something. In Babylon 5, there are no force fields. Incoming plasma bursts are intercepted by point defense plasma pea shooters.
    The target can attempt to intercept an incoming Interceptable attack if it has at least one attack unit that has not fired yet, and which does at least half as many dice of damage as the incoming attack. Only once attempt can be made. A To Hit roll is made, and if it hits, the incoming attack is neutralized.


EXAMPLES REVISITED

For purposes of illustration, all weapons are calculated with three dice of damage.

"INDEPENDENCE WAR" STYLE AGGRESSOR SHIELD:  3d6 eShock p=3
3 dice of energy damage inflicted on ship that comes into contact.
Costs 15 basic points, and is also 15 active points, and 15 build points.
Requires 3 power points per use ( = 15 / 5)

LASER CANNON: 3d6 eZap "Laser" AP, RNG- p=5 rng=23
Zap function (energy damage) with the Armor Piercing advantage, and the Reduced by Range disadvantage. "Laser" special effect.
3 dice of energy damage costs 15 basic points.
Armor Piercing = +0.5 total advantage.
Active points = 15 * (1 + 0.5) = 23
Power Cost per use = 23 / 5 = 5 power points
Maximum range = 23 * 1 = 23 hexes
Reduced by Range = 0.25 disadvantage
build Points = 23 / (1 + 0.25) = 18
Therefore, each laser cannon costs 18 points to install in a ship.

COIL GUN: 3d6 pZap "Hypervelocity Kinetic Projectile" AP p=5 rng=23
Zap function (physical damage) with the Armor Piercing
advantage. "Hypervelocity kinetic projectile" special effect.
3d6 physical damage, 15 basic, 23 active, 23 build
5 power points per use, max range 23 hexes

NUCLEAR SEEKER MISSILES: 3d6 eZap "Nuclear Missile" EX, RNGN, JAM12<, 8CH rng=30
Zap function (energy damage) with the Explosion and No Range Penalty advantages, and the Jammed (12<) and 8 Charges disadvantage.  "Nuclear Missile" special effect.
3d6 energy damage, 15 basic, 30 active, 15 build
no power cost, max range 30 hexes

X-RAY DETONATION LASER MISSILE: 3d6 eZap "Laser" AE:C15s, 6CH rng=15
Zap ability (energy damage) with the Area Effect Cone Selective Target advantage, and the 6 Charges disadvantage. "Laser" special effect.
3d6 energy damage, 15 basic, 34 active, 19 build
no power cost, max range 15 hexes, cone edge 15 hexes

ANTI-MISSILE REPULSOR: 9 eDefense LIMIT="only vs. missiles" p=2
Defense function (energy damage) with the Limited Effect disadvantage of "only works against missiles".
9 points energy damage protection, 9 basic, 9 active, 4 build
2 power points per turn.

RAY SCREEN:  9 eDefense p=2
Defense function (energy damage)
9 points energy damage protection, 9 basic, 9 active, 9 build
2 power points per turn.

REPELLOR FIELD: 9 pDefense p=2
Defense function (physical damage)
9 points physical damage protection, 9 basic, 9 active, 9 build
2 power points per turn.

ARMOR: 9 pDefense POWZ, ACT12<
Defense function (physical damage) with the Reduced Power No Power advantage, and the Activation 12< disadvantage.
9 points physical damage protection, 9 basic, 14 active, 8 build
No power cost. (but only covers 75% of the ship)

ANTI-BOARDING MINES: 3d6 pShock EX, IMMUNE, 1CH
Shock function (physical damage) with the Explosion and Immunity advantage, and the 1 charge disadvantage.
3d6 physical damage, 9 basic, 16 active, 5 build
No power cost, ground zero is ship's hex.

NUCLEAR DAMPER FIELD:  10d6 Drain=Zap AE:R150, DISPEL, LIMIT="only vs. nuclear" p=60
Drain a Zap unit's active points with the Area Effect Radius advantage and the Dispell and the Limited Effect of "only works against nuclear units".
10d6 Drain points (on the average draining 30 active points)
150 basic, 300 active, 75 build
60 power points per turn, radius 150 hexes, ground zero is ship's hex.