T20 P163 under power routing has a few rather confusing entries.
Emergency agility and Overpower weapons seems to assume that there is little or no excess power without shutting down another system on the ship.
Let's say for a second that we built a ship and didn't use TL 9 power plants like they do for most the ships in the T20 book. Now, we also throw in a few tons extra of the power plant. We have say 10 extra EP.
Do we still have to throw away our ships weapons and screens for the extra agility?
Do we still have to throw away our accel, decel, manuver and agility for overpowered weapons?
What if the ship is designed to run both the manuver drive AND the jump drive, wouldn't you have a bunch of excess EP from not running the jump drive in combat?
A system I have thought about running with is:
When dealing with excess EP you can:
Spend them as normal for agility (1% of total weight or 1/100 dtns of ship, from my reverse figuring) and if this use of EP doesn't exceed your excess then it doesn't reduce your weapons or screens (its extra energy after all). Ex. a 500 dtn ship would cost 5 EP/point of agility.
Spend them for overpowering at the same cost for each extra dice of damage. Ex. a 500 dtn ship would cost 5 EP to raise +1 die.
You can use the excess EP from any unpowered system. Ex. not having your jump drive up and running in combat.
When you try to overpower your weapons at the cost of other systems (as the rule currently stands) you are temporarily shutting those systems down to steal their EP. The same restiction as above applies 1EP/100 dtn.
I have read somewhere in the forums that it costs 2 EP/+1 die by the T20 book, but I can't find this anywhere.
The above cost for both agility and overpowering would restict the action to heavily powered craft or place a limit to what anyone good with a few skills can make a triple turret do.
If I understand correctly you can take a free trader, slap a single laser on it and then overpower it to 9? A properly built character based around the concept of boosting weapons and agility, having the right engineering or mechanical skill and the right feats, won't fail this check or damage the ship even on a low roll.
Again, I am rather new to T20 and may be mistaken or there may be something not in the book that I am missing, please advise.
-Torn
Emergency agility and Overpower weapons seems to assume that there is little or no excess power without shutting down another system on the ship.
Let's say for a second that we built a ship and didn't use TL 9 power plants like they do for most the ships in the T20 book. Now, we also throw in a few tons extra of the power plant. We have say 10 extra EP.
Do we still have to throw away our ships weapons and screens for the extra agility?
Do we still have to throw away our accel, decel, manuver and agility for overpowered weapons?
What if the ship is designed to run both the manuver drive AND the jump drive, wouldn't you have a bunch of excess EP from not running the jump drive in combat?
A system I have thought about running with is:
When dealing with excess EP you can:
Spend them as normal for agility (1% of total weight or 1/100 dtns of ship, from my reverse figuring) and if this use of EP doesn't exceed your excess then it doesn't reduce your weapons or screens (its extra energy after all). Ex. a 500 dtn ship would cost 5 EP/point of agility.
Spend them for overpowering at the same cost for each extra dice of damage. Ex. a 500 dtn ship would cost 5 EP to raise +1 die.
You can use the excess EP from any unpowered system. Ex. not having your jump drive up and running in combat.
When you try to overpower your weapons at the cost of other systems (as the rule currently stands) you are temporarily shutting those systems down to steal their EP. The same restiction as above applies 1EP/100 dtn.
I have read somewhere in the forums that it costs 2 EP/+1 die by the T20 book, but I can't find this anywhere.
The above cost for both agility and overpowering would restict the action to heavily powered craft or place a limit to what anyone good with a few skills can make a triple turret do.
If I understand correctly you can take a free trader, slap a single laser on it and then overpower it to 9? A properly built character based around the concept of boosting weapons and agility, having the right engineering or mechanical skill and the right feats, won't fail this check or damage the ship even on a low roll.
Again, I am rather new to T20 and may be mistaken or there may be something not in the book that I am missing, please advise.
-Torn