[FT]WotW Needle beams

4 posts ยท Feb 28 2001 to Feb 28 2001

From: Bif Smith <bif@b...>

Date: Wed, 28 Feb 2001 18:58:15 -0000

Subject: RE:[FT]WotW Needle beams

Noam Izenberg wrote-

> 3-Long range needle beams

Without the double dammage potetial or the number of die increasing as the
range drops, so balancing the need for only one f.con.

> 4-Multi arc long range needle beams

Just trying for a weapon to fit on the primary armed bug SD`s. I think a
single arc long range needle beam as this class of ship`s only weapon (apart
from a light missiles bat) just far too restrictive. Would allowing a multi
arc long range needle beam with each extra arc at 2 mass be better?

> 5-Needle beam MT missiles

Go with 2 needle beam attacks at the moment. Always better to be conservative
than too generous with specialist weapons <G>.

> 6-Variable focus needle beams/class 3 bats.
I'm
> not sure whetehr I'd trade 3 beam dice for one needle die in actual

Yes, I`d say the needle beam can only be fired through a single arc, but with
the exchange of 3 beam die for a single needle die, I`d say it would be fairer
to say that the player decides wether it is used as a needle beam or a class 3
bat, and which arc it fires through at the start of each turn, before the
orders are exicuted (this would retain limits on guessing which arc the enemy
will be in after the orders are exicuted, but not as restrictive as specifing
the arc at the begining of the turn).

Just some suggestions from my warped mind.

From: Bif Smith <bif@b...>

Date: Wed, 28 Feb 2001 21:23:54 -0000

Subject: Re:[FT]WotW Needle beams

Charles Taylor wrote-

> I have considered that Needle Beams (and PDS) are in fact Laser weapons

I use the same thought as in the starfire novels as for the PSB for needle
beams, that they are actually VERY tightly focused partical beams (or in FT
terms, beam bats). I prefere this, as it opens up posibilities for different
weapons or systems (like the focusable Cl.3 bat). just my oppinion (however
misguided<G>).

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

Date: Wed, 28 Feb 2001 23:20:33 GMT

Subject: Re:[FT]WotW Needle beams

In message <001701c0a1cc$c385cca0$a2b0893e@inty>
> "Bif Smith" <bif@bifsmith.fsnet.co.uk> wrote:

> Charles Taylor wrote-
Well, that works as well, with FT, you can attach whatever PSB you like to
each weapon system, for instance, my KV 'sniper gun' is (in one version)
simple a needle beam with a different PSB (highly
accurate light kinetic energy weapon). One question - why did you choose
class 3 batteries to have the 'focusable' capability?

On the subject - another idea (loosely inspired by Ian M. Banks) IIRC I
suggested this before - but I've revised it a bit.

Effector Beam This uses a highly sophisticated directed electronic warfare
system to knock out the control electronics of the target system. Roll a
number of
d6's equal to the class of the Effector, if any dice rolls 4+ (5+ if
target has level 1 screens, 6 if target has level 2 screens), then the
target system is knocked out (main drive is reduced to 1/2 by 1 hit,
knocked out by 2+ hits).
Unlike Needle Beams, this weapon does no hull damage, and knocked out
systems can be re-activated on a successful damage control roll.
Weapon range is 18 mu per class, but loses 1 dice per 18 mu of range The
effector requires 1 dedicated fire control per 18 mu of range.

Class MASS COST
1 (1-arc)    2    24
1 (3-arc)    3    36
1 (6-arc)    4    48
2 (1-arc)    4    48
(extra arc) +1    +6
3 (1-arc)    8    96
(extra arc) +2   +12

Each additional class is twice the mass of the previous, and has a COST equal
to 6 times the MASS

Fairly nasty, but its supposed to be a bit of ultra-tech gear (hence
the high COST/MASS ratio), the MASS and COST values are largely
guesswork.

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

Date: Wed, 28 Feb 2001 23:37:53 GMT

Subject: Re:[FT]WotW Needle beams

In message <b77122544a.Charles@cableol.co.uk>
> Charles Taylor <charles.taylor@cableol.co.uk> wrote:

[snip]
> Well, that works as well, with FT, you can attach whatever PSB you

Just thought of an extra bit of nastiness :-)

Effectors _can_ target core systems, as follows:

(1 'hit' is 1 dice that had a successful effect)

Command Bridge - the ship is 'out of control' for 1 turn per 'hit'

Power Core - core goes unstable for 1 turn per hit (but will only
explode on a roll of 6, rather than 5+)

Life Support - life support will fail in (7- number of 'hits') turns

In all cases, the effects can be negated by a successful damage control roll.

If you're using these - you probably better put the cost up a bit (say
COST = MASS x 7 or MASS x8 or so).

This is very nasty - I'm only putting it in because it was inspired by
a bit in Excession.