From: Bif Smith <bif@b...>
Date: Sun, 4 Feb 2001 13:36:40 -0000
Subject: FT-Help needed with new weapons
I have ideas for some new weapons, and require help with balancing and/or dammage effect (see gravitic pulse lance). All comments greatfully received. Or sugestions if I ought to forget them <G>. PLASMA BEAM CANNONS (PBC) Combines a p.torp with a beam cannon, designed to allow beam weapons to become more effective against FB ships, with their greater DP, and allow a better representation of WW1/2 warships. High dammage potential vs greater mass required, especially for heavy PBC. Also makes sheilds more useful (damn near neccesary <G>). Comes in three sizes, Light (LPBC), Normal (PBC), and Heavy (HPBC). Light PBC (LPBC) Mass=5 (1 arc) +1 per arc* Cost=x4 mass Range=Same as Cl.2 beam batt. Dammage=Roll same as a Cl.2 batt, with the same effect for range/sheilds. Instead of 1 or 2 DP, each DP equals 1D6 or 2D6 DP, with rerolls on a 6. *Originally used 6 mass=3 arcs, & 8 mass=6 arcs. Unsure of which is best. Normal PBC (PBC) Mass=10 (1 arc) +2 per arc Cost=x4 mass Range=Same as Cl.3 beam batt. Dammage=See above, except using Cl.3 batt die. Heavy PBC (HPBC) Mass=14 (1 arc) +3 per arc Cost=x4 mass Range=Same as Cl.3 beam batt. Dammage=Same as normal PBC, except doubled (2D6 or 4D6 DP!). EG-HPBC fire @ a target 18 MU, no sheilds protecting. Rolls 2D6, gets a 3 and a 6 (3=no dammage, 6=4D6 dammage + reroll). Reroll gets a 2 (no dammage). Dammage rolls 4, 2, 6, 1, total dammage is 13 DP!. GRAVITIC PULSE LANCE (GPL) Designed to fire a focused, high powered gravitic pulse at a enemy, and cause the gravitic systems to short out/overload. Thought up to take out kinetic sheilds and such like. Systems taken out by this weapon would be allowed to be repaired with a succesful DCP roll. Would only work against certain systems, and would effect all these systems with one shot. Always fires first, so if hits may allow other weapons to follow up and aviod sheilds (already taken out). Range=8 MU? Cost=x5 mass? To Hit Roll=1D6, hits on a 5 or 6. System Effected=Kinetic sheilds (overloads generator), Normal sheilds? (maybe, undecided at the moment), Hyperdrive (shorted out by pulse, until repaired, no FTL), Advanced drives (say 1/2 thrust until repaired, or if using cinematic, affects all drives), K-guns (if you say K-guns use gravitic accelerators), Long range sensors (could also effect long range f.con control, say requiring 2 f.cons for targets over 24 MU?, undecided), Acceleration compensators (ship loses DCP/Crew factors equal to thrust used that turn. Represents the crew being killed/injured by high G falls when compensators fail suddenly. Other crew would be straped in, so unaffected to the same degree??). Would say the grav lance pulse effects all the systems with only one roll to hit. On a 6, the lance feeds back, and as well as effecting the enemy ship, also effects the firing ship as well.. Compairing this weapon to a needle beam**, it effects more systems at once, but allows repairs. It also allows effected systems to be repaired (unlike needle beams), but also has a 50/50 chance of back firing and effecting both ships at once. This one needs a lot of work, so HELP, any comments greatfully receaved. **Also though about kinetic sheilds vs needle beams. Do kinetic sheilds stop needle beams, or do they punch streight through due to the very tight focusing used? (I lean towards the latter).