Below is a commentary on the systems brought up & possible balance and KISS
changes.
*****
Multi-arc Needlebeam
Mass: 2 +1 per arc, Cost: 3 per mass.
** 6" range, other rules as per Needlebeam. Needs the range penalty for
incentive to take regular needlebeams.
Heavy Needlebeam Mass: 5, 1 arc, Cost: 3 per mass. 2 die vs 1 system at 12", 1
die vs 1 system at 24". Additional beam
re-roll.
All other rules as per Needlebeam.
** well-balanced between cost and effect; doesn't need the extra firecon
rules. You're trading range for efficiency (2 regular needles are better at
close range).
Sniper Gun ** too complicated & has same effect as regular needlebeam
(different
PSB).
Phalon Pulsar-N
** Allow as an additional tuning option. 6" range, same arcs as Pulsar. All
other rules as Needlebeam. The reduced range trades off the ability for
multiple arcs.
Sa'Vasku Pod - Needle
Biomass:1, Power: 3. ** Range 12". 3 die vs 1 system, other rules as per
Needlebeam. The penalty of losing biomass needs a balancing factor.
St*r Tr*k Multiuse beams (genre specific only) ** If using standard FB rules:
6" range & subtract 1 die from normal beam
(ie: PDS & class-1 can't be used). Damage is rolled as normal & if 1
die scores a six *and* damage is applied to the hull (it has to get through
the screens and armour), then the system takes 1 needlebeam hit result. All
other rules as per Needlebeams.
In message <B18DDC5F1158D311A66900805FD47181C89DDA@VSTASV1>
> "Robertson, Brendan" <Brendan.Robertson@dva.gov.au> wrote:
> Below is a commentary on the systems brought up & possible balance and
Could use the alternative suggestion - needle beam with KV-specific PSB
;-)
> Phalon Pulsar-N
Interesting possibility.
> Sa'Vasku Pod - Needle
Bearing in mind that a Lance Pod (also requires 3 power, 1 biomass) is
very like a _reduced_ range pulse torpedo with improved armour
penetration, so I wouldn't make a needle pod do more effect than 2
needle beams at most (assuming that needle beams _arn't_ overpriced -
big assumption :-)
Alternatively (and this was my first thought), a needle pod could be a reduced
damage lance pod that has needle effects at short range (6mu? 12mu?)
> St*r Tr*k Multiuse beams (genre specific only)
All
> other rules as per Needlebeams.
I disagree - these are still _knockout_single_chosen_target_ weapons,
like needle beams, and unlike any of the EMP class weapons that force
thresholds on all or a random selection of systems.
Ok, their effects can be repaired - unlike needle beams.
> Starfire Primary Beam
Well, here's what looks like the final versions taking into account Oerjan's &
Charles comments.
Does anyone who hasn't previously comments have any thoughts or changes on
play balance? If not, we'll close off this wotw discussion and start a new
one.
*****
Multi-arc Needlebeam
Mass: 2 +1 per arc, Cost: 3 per mass.
** 12" range, other rules as per Needlebeam.
Heavy Needlebeam Mass: 5, 1 arc, Cost: 3 per mass. 2 die vs 1 system at 12", 1
die vs 1 system at 24". Additional beam
re-roll
damage. All other rules as per Needlebeam.
** well-balanced between cost and effect; doesn't need the extra firecon
rules. You're trading range for efficiency & damage.
KV Sniper Gun ** too complicated & has same effect as regular needlebeam (KV
PSB version).
Phalon Pulsar-N
** Allow as an additional tuning option. 6" range, same arcs as Pulsar. All
other rules as Needlebeam. The reduced range trades off the ability for
multiple arcs. NB: can still fire in PDS mode if required.
Sa'Vasku Pod - Needle
Biomass:1, Power: 3. ** Range 12". 3 die vs 1 system, other rules as per
Needlebeam. The penalty of losing biomass balances the 3rd die.
St*r Tr*k Multiuse beams (genre specific only) ** If using standard FB rules:
6" range & subtract 1 die from normal beam
(ie: PDS & class-1 can't be used). 1 firecon *per beam fired*. Damage
is rolled as normal & if 1 die scores a six *and* damage is applied to the
hull (it has to get through the screens and armour), then the system takes 1
needlebeam hit result. All other rules as per Needlebeams.
> Robertson, Brendan wrote:
> *****
12" range *is* the standard rule for FB needle beams...
> Phalon Pulsar-N
If, which I currently believe <g>, the above multi-arc human needle
beam is
OK balanced internally, then the Pulser-N should have the same range
(ie.,
12mu). The Pulser is generally lighter than the human weapon (for the same
number of arcs), but its higher cost (5xMass instead of 3xMass) makes up for
that.
Regards,
In message <B18DDC5F1158D311A66900805FD47181C89DFE@VSTASV1>
> "Robertson, Brendan" <Brendan.Robertson@dva.gov.au> wrote:
> Well, here's what looks like the final versions taking into account
Ok, just say is the KV version of a Needle Beam. Historical Note: My original
concept (posted over a year ago IIRC) was trying for something
like a reduced damage K1 with system targeting abilities - but I
couldn't get the concept working right :-(
> Phalon Pulsar-N
I'd say, 12 mu range, but cannot be used as PDS?
> Sa'Vasku Pod - Needle
^^^^^^^ where's the 2nd die coming from? My analysis of the Lance Pod in FB2
indicates that it is roughly equivalent to a shot from a MASS 3, COST 9 weapon
(based on comparison with a pulse torpedo, with some allowance for the
improved armour piercing capability).
So it should be about 50% better than a 1-arc Needle Beam hit.
(double Needle dice, if either dice rolls 5+, 1 DP is caused, both dice
roll 5+, 2 DP are cause, either dice rolls 6, target system destroyed
- probably close enough).
Remember- Sa'Vas'Ku buy biomass on the assumption that they'll spend it
on repairs, pods, & drones.
> St*r Tr*k Multiuse beams (genre specific only)
Damage is
> rolled as normal & if 1 die scores a six *and* damage is applied to