[FT]Alternate Universes-Weapon Types

6 posts ยท Sep 4 2001 to Sep 5 2001

From: Alderfek@a...

Date: Tue, 04 Sep 2001 11:36:15 EDT

Subject: [FT]Alternate Universes-Weapon Types

Weapon Systems

Denegra Coalition
Fire Control- May fire at one target per fire control. Point defense
independent

High Energy Laser(Std Beam, add 2inch/hex to each range)
Salvo Missile - Tactical Nuclear Device(1D4 per missile per hex or 1"
radius. 20"/hex range)

Dethaze Tribunial
Fire Control- May target 2 targets per FC

Plasma Cannon(Class 1 & Class 2 - Range same as std FT beam. Class 1
inflicts 1 point damage to shield, armor and then hull. Class 2 works same,2
to shield, 2 to armor and 2 to hull. At close range, roll for 2 chances to
hit. All hits only on 5 or
6, no re-roll.
Plasma Beam(Class 4,Range same as std FT beam, this weapon will feed on
discharge from target. 4 damage to shields, 6 to armor and 8
                       to hull. Hit on 5 or 6. No re-roll. Can only fire
every other round due to re-charge time)
Plasma(Pulse)Torpedo(PT causes 1D4 on a hit roll of 5. On a hit roll of 6, the
target is enveloped for 1D4 rounds for 1D4 damge per round. Plasma Torpedo may
be destroyed by defending vessel on a roll of 5 or 6.)

Hargonne
Fire Control- May fire at one target per fire control. Point defense
independent

Particular Beam(Class 1 & Class 2 - Ranges same as std FT beam -1. Beam
deflected by Class 2 or higher shield. Penetrates Class 1 shield on a hit roll
of 4,5 & 6.)
Lancer Missiles(SML- same)
Fletchette Projector(Submunitions Pack- same as FT, unlimited magazine)

Perg'r'nese Domain
Fire Control- May fire at 1D6 per turn due to organic makeup of FC
system.

Anti-Matter Pulsar(AMP)(Ranges same as std FT beam +2.
Pulsar(Pulse) Torpedo(

Pendrakian Aristocracy
Fire Control- May fire at one target per fire control. Point defense
independent

High Energy Laser(Class 2 Ranges same as std FT beam)
Railgun(Class 4- same as Kra'Vak RG's. Perg'r'nese shield will deflect
on all hit rolls except a 6. Fore/Aft fire only)
Pulse Toredoes( same as FT per MT update)

Qizan Confederation
Fire Control- May fire at one target per fire control. Point defense
independent

Pulse Cannon(Range same as FT beam +1, Hits on a 3,4,5 or 6 at range 1.
4,5 or 6 at range 2. 5 or 6 at ranges 3 and 4. Damage is 4D6 at range 1, 3D6
at range 2, 2D6 at range 3 and 1D6 at Range 4. Shields will deflect half of
damage potential. Pulse Torpedo(Same as FT per MT update) CRM(std SML)

Sardorian Nations
Fire Control- May fire at one target per fire control. Point defense
independent

High Energy Maser(All classes- same as FT Beam)
Particle Lance(Needle Beam - 18"/hex range. Damage 1 shield, 2 armor, 2
hull on 5 or 6)
Salvo Missile - Tactical Nuclear Device(1D4 per missile per hex or 1"
radius. 20"/hex range)

United Terran Commonwealth
Fire Control- May fire at one target per fire control. Point defense
independent

Phased X-Ray Laser(Std beam ranges. Hits for half damage on 4 or 5. Full
damage on a 6 and 1 point of internal damage.)
Vulcan(Sub-Munitions Pack with unlimited reloads. Std range)
CRM(std SML)

Vindric
Fire Control- Organic based, may fire at 1D4 targets.

Neutron Projector(Std beam range all classes. Ignores Armor and destroys hull
boxes. All shields deflect except on 6.)
Neutron Spikes(Sub-Munitions Pack with unlimited reloads. Std range and
hits only on 5 or 6)

************************************************************************
************************
Ship sizes and types are determined by the original FT mass/class chart.
Anything of 100 mass would then be classified as a "supership". Each mass
point is equal to 1000 tons. As some of my ships are smaller than some ships
of different races, this represents the difference of material used in that
ships construction.

************************************************************************
************************

From: Beth Fulton <beth.fulton@m...>

Date: Wed, 5 Sep 2001 09:55:33 +1000

Subject: RE: [FT]Alternate Universes-Weapon Types

G'day,

> 2 to shield, 2 to armor and 2 to hull. ....

I'm a bit thick today (OK most days... just thought I short cut that
thread!!), but what does this mean.

> All shields deflect except on 6.)

How do the shields work exactly?

Thanks

From: Alderfek@a...

Date: Wed, 5 Sep 2001 00:30:47 EDT

Subject: Re: [FT]Alternate Universes-Weapon Types

In a message dated 09/04/2001 7:57:24 PM Eastern Daylight Time,
> Beth.Fulton@marine.csiro.au writes:

<< G'day,

> 2 to shield, 2 to armor and 2 to hull. ....

I'm a bit thick today (OK most days... just thought I short cut that
thread!!), but what does this mean.

> All shields deflect except on 6.)

How do the shields work exactly?
> [quoted text omitted]
Hi Beth, I havent put these into use yet but here goes: The weapon system if
it hits its target would do 2 damage to the shields,hit the armor for 2 more
points and punch through to the hull for 2 more points of damage.

The shields would reflect,deflect,dissapate,etc... the incoming weapons damage
except on a to hit roll of 6

Most shields are Trek-ish in nature. The human based races have a
energy/limited matter deflection system. These would push away most
energies coming at the vessel whether it be natural or artificial. They would
also provide meteoroid & micrometeor protection and also small caliber railgun
projectiles and missiles.

The Perg'r'nese Parloomian and Delthaze shields are like ballons. The
artificial singularities used to power their ships are used to "inflate" a
anti-gravity screen which for all intents can block out just about
anything. Just depends on the power levels applied.

VThe Vindric and Hargonne have no shielding other than radiation screens.

Hope that helps

From: Beth Fulton <beth.fulton@m...>

Date: Wed, 5 Sep 2001 15:31:05 +1000

Subject: RE: [FT]Alternate Universes-Weapon Types

G'day,

> The weapon system if it hits its target

So can shields be overwhelmed etc, what does doing damage to them do?

Cheers

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Wed, 5 Sep 2001 17:00:28 +1000

Subject: RE: [FT]Alternate Universes-Weapon Types

Unto the breach with comments... For most of these, you're best to leave the
actual mechanics the same as
FTFB, but adjust the mass/cost to allow for each races "advantages".
Otherwise you may have trouble in pickup games with regular FT players.

On Wednesday, September 05, 2001 1:36 AM, Alderfek@aol.com
> [SMTP:Alderfek@aol.com] wrote:

> I havent put these into use yet but here goes:
One system in use currently is to have the shield generators "repair"
1-2
armour boxes per generator. The "damage on 6" bit is already part of the FTFB
system in the beam rerolls etc. Combining this with Phalon layered armour and
you have the effect you want.

> The Perg'r'nese Parloomian and Delthaze shields are like ballons. The

> anti-gravity screen which for all intents can block out just about
Reflex field (MT)

> VThe Vindric and Hargonne have no shielding other than radiation
No armour in other words.

*****
> Denegra Coalition

> High Energy Laser(Std Beam, add 2inch/hex to each range)
Use standard rules, perhaps cost it a 2 pts/mass.

> Salvo Missile - Tactical Nuclear Device(1D4 per missile per hex or 1"
radius. 20"/hex range)
??? not very clear, possibly use MT capship missiles depending on the
densities involved. The other option would be standard rules, but increase the
launcher size by 1 mass.

> Dethaze Tribunial

> Plasma Cannon(Class 1 & Class 2 - Range same as std FT beam. Class 1
Use Kra'vak K-gun rules. (FTFB2)

> Plasma Beam(Class 4,Range same as std FT beam, this weapon will feed
Hit on
5 or 6. No re-roll. Can only fire every other round due to re-charge
time)
Use Wavegun rules (MT-FTFB)

> Plasma(Pulse)Torpedo(PT causes 1D4 on a hit roll of 5. On a hit roll
Use Phalon Plasmabolts (FTFB2)

> Hargonne
Beam
> deflected by Class 2 or higher shield. Penetrates Class 1 shield
Use KV K-guns (FTFB2)

> Lancer Missiles(SML- same)
These will need to be increased in either cost or mass to balance with the
other systems. I use an identical system for my HH plasma torpedoes, but have
them counterbalanced by being totally deflected by screens.

> Perg'r'nese Domain
Keep it at 1 target per FC as standard.

> Anti-Matter Pulsar(AMP)(Ranges same as std FT beam +2.
Standard beams, but decrease cost by 1 pt/mass.

> Pulsar (Pulse) Torpedo

> Railgun(Class 4- same as Kra'Vak RG's. Perg'r'nese shield will deflect
Use standard K-gun rules, but give the Perg'r'nese extra layers of
armour compared to the other races.

> Pulse Toredoes( same as FT per MT update)

> half of damage potential.
Use pulsetorps with +50% mass and +25% ranges.

> Pulse Torpedo(Same as FT per MT update)
Use the Heavy Needle Beam from the FT weapons archive
http://members.nbci.com/noam_izenberg/Weap-Def_Archive.htm

> Salvo Missile - Tactical Nuclear Device(1D4 per missile per hex or 1"
radius. 20"/hex range)
SML with +1 mass per launcher
> United Terran Commonwealth
Standard beams

> Vulcan(Sub-Munitions Pack with unlimited reloads. Std range)
See above.

> CRM(std SML)
Not sure what to do about this one. No FT weapon ignores armour completely.

> Neutron Spikes(Sub-Munitions Pack with unlimited reloads. Std range
See above.

'Neath Southern Skies - http://home.pacific.net.au/~southernskies/

From: Alderfek@a...

Date: Wed, 05 Sep 2001 07:04:03 EDT

Subject: RE: [FT]Alternate Universes-Weapon Types

hhhhhhhhhhmmmmmmmmmmmmmmmmm.... Looks like I need to get FB2 then

Kirk