Hi,
I want to have Personal Energy (Magnet-gravic) shields (PES) in my campaign. At the moment I have the following rules in mind:
- PES give DB (I would say between +0 and +100)
- The hit reduction due to the PES is applied to the PES (example: the character would have got 30 hits without PES, with PES he gets 10 hits -> the PES receives 20 hits).
- If in one round the PES receives more hits than it gives DB, it shuts down at the end of the round
- If in one round the PES receives double the hits than it gives DB, it is completely overloaded and destroyed.
- A PES that shuts down must make a mulfuntion roll, the range for a malfunction is increased by the number of hits it received more than the DB it gives (Example: Shield gives +40 DB and receives 50 hits -> Malfunction occurs on a roll between 01 and 15 (01 - 35 for a jury-rigged PES)).
- A PES that has shut down can be reactivated as a 0% action, but it takes one round to form -> the DB bonus will be available at the beginning of the next round (i.e. there is a minimum of one round in which the character has to live without the PES DB bonus).
- Melee weapons and PES ignore each other (i.e. no DB against melee, no hits to the PES due to Melee attacks).
What do you think?
BTW: The reason for introducing PES this way is that I want to generate a medieval atmosphere in my game world and I think this ruling leads to more Melee Combat (i.e. Medieval atmosphere) and more melee combat leads to the need for well trained fighters -> Feudalism more realistic -> more Mediaval atmosphere. I will also rule that only "Knights" (high ranking officers, aristocracy) have PES (due to their high cost), they are not available to the normal soldiers -> even more Medieval atmosphere....
BR
Juergen