[FT] WotW

2 posts ยท Feb 27 2001 to Feb 27 2001

From: Charles Taylor <charles.taylor@c...>

Date: Tue, 27 Feb 2001 19:06:56 GMT

Subject: [FT] WotW

Ok, did we come to any conclusions about EMP weapons - or did we finally
agree to disagree?

(Suggestion from a friend of mine - just treat them as normal weapons,
ie. beams, missiles, etc. with EMP being the PSB - I'm not sure that
ones going to be popular :-)

so what is the 'Weapon of the Week' _this_ week? I noticed a discussion
on Needle Beams , so, I shall suggest - Needle-Beam like weapons.

These are:

Heavy Needle Beam (Noam Izenberg - on Midbar Skunkworks page)
Mass 5, Cost 15, one arc only. With one dedicated firecon/target, HNB's
act as two normal Needle beams, targeting the same system on the same
ship. If two sixes are rolled vs Main drive (or any other two-hit
system), it is totally destroyed Two sixes vs. other systems destroy the
target, cause 1 point of hull damage, and then reroll once as per normal
beams (skipping armour). With two dedicated firecons/target, HNBs can
fire as a single normal needle beam between 12 mu and 24 mu.

Sniper Gun (Me - Charles Taylor)
This is a hyper-velocity light K-gun with a very accurate targeting
system, designed to target individual systems on enemy ships. It is the
Kra'Vak equivalent of the Needle Beam, and, like that weapon, requires that a
fire control be dedicated to it use when it is fired.

A Sniper Gun functions in exactly like a needle beam, with one
exception, it can also function as a very light anti-shipping weapon. In
this fire mode, it does not require a dedicated fire control, but still
only has one fire arc. At a range of 0 - 12 mu it hits a roll of 5+,
while at 12 - 24 mu it hits on a roll of 6. It does one damage point,
and cannot target specific systems in this mode.

The MASS of a Sniper Gun is 2, and the COST is 8. It has 1 fire arc.

Alternatively, just use the statistics for a Needle Beam from FB1 but with a
different PSB.

Existing Comments: (Noam) I prefer the alternative, though the
anti-shipping addition might be OK with higher cost.
(Oerjan) The alternative seems like the best idea... particularly if
Needle beams get multi-arc options :-/

Phalon Needle Fire Control (Me again) Phalon Ships may be allowed to configure
their pulser batteries in a
special 'Needle mode' (pulser-N) before a battle. Pulsers so configured
require a specialized fire control, known as a 'Needle Fire Control' to
correctly function.

A Needle Fire Control requires 2 MASS, and has a COST of 8. A pulser-N
used in conjunction with a Needle Firecon will act in all respects as a needle
beam (see FB1, page 7). Note that one Needle Firecon can target
multiple pulser-N's, as long as they all target the same system.
Multiple Needle Firecons are needed to target multiple systems. However, no
normal firecons need to be allocated.

A pulser-N used without a needle firecon (but with a normal firecon) has
a range of 0-12 mu and inflicts 1 damage point on a roll of 5+ on 1d6
(no re-rolls).

A Needle Firecon will function as a normal firecon if used in
conjunction with any weapon other than a pulser-N.

Existing Comments: (Oerjan) OK. Or the Pulsers could simply be allowed N
tuning in addition to their current C, M and L ones.

(Charles) On second thoughts I think I'll go with Oerjan's suggestion -
however, I have some questions: should only 1-arc Pulsars be
configurable for Needle mode, if not, should a pulsar that is configured for
Needle mode be restricted to 1 fire arc (chosen from those of the
Pulsar), finally, can a Pulsar-N be used as a point defence system?

Sa'Va'Sku Needle Pod (T) (Me)

The Needle Pod is the Sa'Vasku's primary precision system-destroying
weapon. Needle Pods require 3 power to fire, and consume 1 biomass. They may
be fired at any one system that falls within the fire arc of the pod launcher,
however, to use a Needle Pod, the Sa'Vasku ship must dedicate 1 cortex node to
its use (cf.. needle beam firecon requirements). Needle Pods are actually a
refinement of Lance Pods (see FB2 p.23) that sacrifice damage for accuracy.
Treat the attack by the Needle Pod exactly like a single attack by a
needle beam (that is, range is 12 mu, roll 1d6, on a 1-4 no damage is
scored, on a 5, 1 damage point is scored, while a 6 indicates that the target
system has been destroyed and 1 damage point is scored). Like
needle beams, Needle Pods ignore screens and armour/carapace.

For a guide while designing Sa'Va'Sku pod munitions, I did an analysis of the
Lance pod, and came to the conclusion that each pod attack with a biomass 1,
power 3 pod (i.e. standard) should be equivalent to a
single attack by a MASS 2-3 COST 6-9 weapon.

Sa'Va'Sku Needle Pod (G) (Nick Garbett)

Needle Pods require 3 power to fire, and consume 1 biomass. They may be fired
at any one system that falls within the fire arc of the pod launcher. A Needle
Pod has a range of 36 mu, and attacks all ships within 6 mu.
For each attacked ship, roll 1 die: a 1-4 indicates no effect, a 5
indicates that 1 damage point is scored, while a roll of 6 indicates that the
target system has been destroyed and 1 damage point is scored.
All damage ignores screens and armour/carapace.

Comments: (Charles Taylor) - personally I'm not convinced by these, if
you must use them, I recommend treating them in a similar way to Burster Pods
(q.v.), except that any hit by PDS fire destroys the pod.

Sa'Va'Sku Needle Pod (S) (Imre A. Szabo)

Needle Pods require 3 power to fire, and consume 1 biomass. They may be fired
at any one ship that falls within the fire arc of the pod launcher.
If the target ship is within 0 - 6 mu of the firing ship, then two
systems may be targeted, while if the range is 6 - 12 mu, then one
system may be targeted. Roll 1 die for each system targeted, on a 1-3,
the target ship suffers one point of damage, while on a 4-6 the target
system is destroyed and the ship suffers one point of damage. All damage
ignores shields and armour/carapace.

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

Date: Wed, 28 Feb 2001 10:41:48 +1100

Subject: Re: [FT] WotW

G'day Charles,

> With two dedicated firecons/target, HNBs can

Why the need for two firecons to get extra range? I can't really explain

it, but something isn't sitting right with me here.

> Sniper Gun (Me - Charles Taylor)....

I think I'd go with this too. The anti-shipping ability doesn't really
sound like its worth it.

> Phalon Needle Fire Control (Me again)....

First reaction would be when tuned to N they have one arc and can't PDS,

but then I can't think of a good reason why they can't be used as
PDS....
maybe to give concentrated N fire they can't move quickly enough to be
PDS..... which begs the question of how they could then track the bit ethy're
trying to chop off another ship they're needling. Mmmmm, maybe they should be
allowed after all.

> Sa'Va'Sku Needle Pod (T) (Me)

Of the three I like this the most. I don't think needle pods should be able to
target more than one ships with one shot, though if you want to try and take
out multiple targets per ship you could up biomass and energy requirements, 1
biomass and 3 power PER system to be targeted. Just a thought.

Cheers

Beth