Hey....so, what is the maximum number of weapon systems (excluding pulse
torps, and spinal mounts) that anyone has ever put on a ship. The reason I ask
is that I am messing around with a PBEM utility and was wondering how many
slots for weapons a ship should have. Right now I have seven. Also, I only
have FT for now. I plan to pick up the other two books sometime in March. So
do they change they way ships are represented significantly?
Chris Smith said (or drawled, given the Auburn address):
> Hey....so, what is the maximum number of weapon systems (excluding
Also, I
> only have FT for now. I plan to pick up the other two books sometime
Wait until you get the Fleet Book before spending more time on it. Then look
at the superdreadnoughts, count their weapons, and add a couple of extra
spaces. Don't have my FB to hand or I'd count for you. Bear in mind that you
*could* take e.g., a Komarov SDN and rearm it with all Class 1 & 2 Beams. I'm
thinking about doing something along those lines, albeit with a smaller ship.
In a message dated 99-02-27 22:22:45 EST, you write:
<< Wait until you get the Fleet Book before spending more time on it. Then
look at the superdreadnoughts, count their weapons, and add a couple of extra
spaces. Don't have my FB to hand or I'd count for you. Bear in mind that you
*could* take e.g., a Komarov SDN and rearm it with all Class 1 & 2 Beams. I'm
thinking about doing something along those lines, albeit with a smaller ship.
>> That would be very bad if you could get close enuff, one idea for a
q-ship
that I have was to fill it with Class-1s and when the raiders got with
in range open up, it would have been 80 dice at 12 MU or less.
-Stephen
> On Sat, 27 Feb 1999, Laserlight wrote:
> Bear in mind
bob mackenzie has done something similar with his martian capital ship
designs, such as the apokalipsis and stalin:
http://members.xoom.com/gzg_l/prm/
in-depth arean-dutch testing exercises reveal that it doesn't work so
well
:-). well, it's very hard to use effectively. development continues.
just pushing the limits, i tried building a mass 160 BB using the armageddon
outfitter:
http://www.primenet.com/~reynol/gaming/war/ao/fbsd/
with thrust 4, a single row of armour (12 boxes), 2 FCS, 2 PDS and a
single screen, you get to fit 40 beam-1. i'd be pretty scared by that. i
think i could beat it, but it would still be pretty scary.
Tom
Christopher K Smith
> Hey....so, what is the maximum number of weapon systems (excluding >
pulse torps, and spinal mounts) that anyone has ever put on a ship.
As many as would fit - that's why weapons have a Mass rating, after all.
Using the FT2 design rules you could fit up to 50 weapons on a single
ship (Mass 100 armed with nothing but C-batteries or SubMunition Packs)
:-/
Why exclude pulse torps, BTW? I'd understand if you excluded point
defences, but not the torps :-/
> I plan to pick up the other two books sometime in
MT adds rules for ships larger than Mass 100, plus some new weapons. More Mass
= more weapons, of course.
FB1 re-writes the entire ship design rule section completely.
> As many as would fit - that's why weapons have a Mass rating, after
Yipes that is an awful lot of weapons.
> Why exclude pulse torps, BTW? I'd understand if you excluded point
Well, FT2 only allows pulse torps to fire through the forward arc, so all you
need is the number of pulse torps on a ship. Does MT or the FB change this?
> MT adds rules for ships larger than Mass 100, plus some new weapons.
More
> Mass = more weapons, of course.
> Oerjan Ohlson
Crude...I guess I will wait until I get the FB to finish the utility then.
> Why exclude pulse torps, BTW? I'd understand if you excluded point
FB permits p-torps to be mounted (at the cost of extra mass) with
additional
arcs (up to a total of 3 for a 180-degree coverage).
(back from GZG-ECC II; had a blast! more later)
Mk