FT-Weapons

5 posts ยท Oct 8 2003 to Oct 8 2003

From: david smith <bifsmith207@h...>

Date: Wed, 08 Oct 2003 09:36:48 +0000

Subject: FT-Weapons

This idea I wish to share came from reading the exodus project webpage (I am
going to try the fuel rules soon, which at first sight I like the look
of).

I have some questions I would like to raise concerning some ideas for weapons
that require comment.

K-Guns.

In a setting using just vector movement, no sheilds, no thruster pushes
(a
la exodus), are K-Guns over or under priced/massed? (thinking of
allowing
K-Guns as spinal mount weapons, with 1 mass giving 10 rounds).

Pulsar derivative

A pulsar has 1D6 at long range, 3D6 at medium, and 6D6 at close range. My
idea was for a gattaling gun/mass driver/mini missile launcher that has
the same dammage effect as a pulsar, but comes with ammo (at a rate of 10
rounds per mass). A limited burst can fire upto long range, does 1D6 dammage,
and uses 1 round, a medium burst fires upto medium range, does 3D6 dammage,
and uses 2 rounds, and a continuos burst can only be fired at close range,
does 6D6 dammage, and uses 4 rounds. This weapon can also be used for PDS,
rolling 1Die as normal, but uses 1 round doing as such (not requiring firecon
in PDS).

Notes-
Dammage die read exactly as beam/pulsar die.
Range band/burst identical to pulsar range bands (continuos=close/C mode

pulsar). Dammage increases as range drops, unlike pulsars. A limited burst can
be fired at any range, but still only causes 1D6 dammage.

PSB-
The reason for the different ammo rates and dammage is that the
recoil/grav
eddies* prevents the firing of longer burst as the range increases. You can
fire a longer burst if you want, but you will not hit anything more than the
shorter burst will.

*Think HH style interference preventing you from firing more mini missiles
(you could fire them, but you would be firing them blind/at random).

Any comments/feedback?

BIF

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Wed, 08 Oct 2003 17:44:25 +0200

Subject: Re: FT-Weapons

> BIF wrote:

> K-Guns.

If there are no screens, any weapon which ignores screens (K-guns,
P-torps,
SubMunition Packs etc.) will automatically be overpriced compared to any

weapon which is degraded by screens (beams, pulsers etc.) since the
screen-skipping ability is included in the weapon's points cost.

WRT ammo, keep in mind that most Full Thrust games last less than 10 turns
- IME Cinematic games tend to have around 5 turns of shooting, and
Vector games seem to end even quicker. Eg., it is usually considered wasteful
to give a single SML more than 3 SM salvoes to fire, since it usually won't

get a chance to fire more salvoes than that.

> Pulsar derivative

1 beam die at long range, 2 beam dice at medium, 6 beam dice at close

Regards,

From: Brian Bilderback <bbilderback@h...>

Date: Wed, 8 Oct 2003 11:42:13 -0700 (PDT)

Subject: Re: FT-Weapons

> --- Oerjan Ohlson <oerjan.ohlson@telia.com> wrote:

Does it therefore stand to reason that any setting in
which screen-skipping weapons do NOT exist renders
screens UNDER-priced?

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Wed, 08 Oct 2003 20:58:45 +0200

Subject: Re: FT-Weapons

> 3B^2 wrote:

> >If there are no screens, any weapon which ignores screens (K-guns,

No; the screen-beam balance is the basis for all weapons costs in the FB

ship design system.

Later,

From: Brian Bilderback <bbilderback@h...>

Date: Wed, 8 Oct 2003 12:07:48 -0700 (PDT)

Subject: Re: FT-Weapons

> --- Oerjan Ohlson <oerjan.ohlson@telia.com> wrote:

> >Does it therefore stand to reason that any setting

*whew* You had me running scared there for a minute... that would have REALLY
complicated any attempt to keep the system generic. I'm glad to hear your
response.