I am after designing a new weapon (for use in a personal universe), but
require a bit of help balancing it with other weapons. The weapon is a short
ranged, high powered beam weapon. I already have the C mode pulsars, and am
after something with the same range, but more penitration and dammage.
I am thinking of using a MKP, with every level of screens reducing it`s
power by 1 level/class, with a 6 using rerolls (as per normal beams),
and having the same PDS as a Class 1 beam bat. The problem I have is deciding
a
sutable mass/cost for such a weapon. My first thought is for a mass of
3, a cost of 15, with 4 points of dammage (before screens and reroll).
Anybody help?
BIF
Ah - an easy question to answer :-)
> BIF wrote:
> I am after designing a new weapon (for use in a personal universe), but
> require a bit of help balancing it with other weapons. The weapon is a
A larger number of C-mode Pulsers? <g>
> I am thinking of using a MKP, with every level of screens reducing it`s
> power by 1 level/class,
Er... MKPs don't have "levels", so I'm not entirely sure what this means
:-( Do you mean
"reducing the damage per hit by 1 per screen level" (so a hit on a ship
with level-1 screens only inflicts 4-1 = 3 pts and a hit against screen
level 2 inflicts 4-2 = 2 pts), or something like that?
If you're going to use standard beam dice including re-rolls to
determine
the number of 4-pt hits, why not simply use the normal beam-vs-screen
mechanic but inflict a single 4-pt "K-gun" hit for each "beam damage
point" scored?
> with a 6 using rerolls (as per normal beams), and having the same PDS
Unless I've missed something important this mass and cost should be OK for
an all-arc weapon. Note that this weapon actually inflicts on average
*less* damage per shot than a C-mode Pulser does (3.2 pts/shot against
unscreened targets compared to 4.8 pts!), though it has better armour
penetration.
Later,
> Ah - an easy question to answer :-)
Don`t want it to be dificult, after all <G>
> A larger number of C-mode Pulsers? <g>
> with level-1 screens only inflicts 4-1 = 3 pts and a hit against screen
> level 2 inflicts 4-2 = 2 pts), or something like that?
That`s exactly what I mean. BUT, only off the first roll.
> If you're going to use standard beam dice including re-rolls to
Yes, that`s what I was after. Note to self, must explain ideas better!
> Unless I've missed something important this mass and cost should be OK
I was after a weapon with more dammage and a lot greater armour penitration
capabilities, with a single arc, for use with big warships as a konckout
close in punch, with dual mode PDS abilities. I made a guess at 3 mass due to
it being a multi shot weapon aganst a MKP`s single shot.
> Later,
What kind of stats do you think (or how should I alter this one) to acheve
what I`m after?
BIF
> BIF wrote:
> Unless I've missed something important this mass and cost should be
In order to score more damage per shot than a Pulser-C, it needs to roll
more than one "modified MKP" die per shot. No big deal; just increase the
mass accordingly - eg. I'd give a weapon firing 2 "modified MKP dice" a
tentative Mass 6 for the all-arc version, 4 for a 3-arc version and 3
for a
1-arc version. Tentative cost 5xMass.
> with a single arc, for use with big warships as a konckout
Hm. If it is single-arc only, its PDS abilities will be very limited
since the probability of the fighters actually being in that single arc is
rather low.
> I made a guess at 3 mass due to it being a multi shot weapon aganst a
This weapon is degraded by screens whereas the MKP isn't - and unless
velocities are quite low, this weapon isn't all that likely to get to fire
more than once per battle anyway. In my experience short-range
single-arc
weapons tend to be effectively "single-shot" even if they theoretically
are
able to fire more than once :-/
Later,