[FT] Re: Wave Guns, Nova Cannons, & Mines

1 posts ยท Nov 8 1999

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

Date: Mon, 08 Nov 1999 10:05:58 +1000

Subject: [FT] Re: Wave Guns, Nova Cannons, & Mines

G'day Chuck,

> So I would say all you have above but:

I agree, though I probably wouldn't have the rerolls.

> Nova Cannons...

They sound pretty reasonable, though I've got a couple of
questions/comments for you. Are you using hits based on centrepoint or
just contact (I'd opt for centrepoint here for consistency with other weapons,
but that's just me..says she who then goes and gives mines below who don't
;) )? I wouldn't have rerolls (mainly because p-torps and our local
house rules for emines don't, but if you want them to be deadly then keeping
rerolls would give them that extra punch). The bit with putting all the
templates down on turn one, does that mean on turn 1 you have a template of
6" upto 18", 9" upto 36" and 12" upto 48" or do you have a multi-ringed
template (6"=6D6,6-9"=4D6,9-12=2D6) that moves out to 18" on the first
turn, 36" on the second and 48" on the third? I think you mean the former, but
its been a tough weekend and I'm not exactly thinking straight, sorry for
being slow.

> Also Beth, you said you had worked out the EFSB Beam battery's. What

Please see the post "[FT] emines/heavy beams (was SMR's / Wave guns...)"

> Also I did a mine scenerio and had an NSL force attack a base station

We've found that too.

> I was wondering if anyone had done some point balancing with sfb style

> captor mines and sml based mines... and PDS mine.

These all sound pretty good. Some more fuel for thought might be the following
(taken from the weapons locker of one of my alien races), though
you'd want to drop the launch/3 turn life of them in long term
minefields
(where they're pre-laid and just sit until something set them off):

There are two forms. The first are single large mines. These are placed during
the missile fire phase (i.e. before ship movement), to do this one mine per
launcher is fired out up to 24" and then they sit at that position for 3
turns. Anything which gets within 3" during that period causes the mine to go
off they have a 3" blast radius. Any ship touching that blast takes 1D6 damage
and any ship with more than half of its hull within the blast takes 2D6
damage. If the mines are not activated by the completion of the third turn
then they are simply removed. The second form is a net of 3 small mines in a
triangle formation, with each side of the triangle being 2" long. You also
place these during the
missile fire phase. They have the same 3-turn life expectancy as the
single large mines, but they only have launch range of 18". As with the large
mines anything which comes within 3" of one of the 3 smaller mines sets that
mine off and they inflict 1 D6 damage (regardless of how much of the ship ends
up within the 3" blast radius). However, the explosion also sets off the other
2 mines in the group and anything within their blasts also
take 1D6 damage - so if a ship is touched by more than one blast it
takes damage from each blast. One functioning fire control is needed during
mine launch regardless of the number of mines or types being launched. The
launcher and loads (2 mines per load) are bought separately. The launcher
costs 2 mass, 10 points, normal mine loads cost 1 mass, 6 points and nets cost
2 mass, 8 points.

Cheers

Beth