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would the various Pulsar's be (c/m/l) if you were making a weapon with
the profile of just one of the modes, that cannot switch to other modes ever?
How much more would it be in your guys opinion if said weapon(s) kept the PDS
shot ability?
Thanks
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> jason standlea wrote:
> how much points would the various Pulsar's be (c/m/l) if you were
> other modes ever?
Um. I'm not entirely sure what you mean with "mode" here.
The Pulser PDS ability is an integral part of the "profile" of *each* of
the different configurations (C, M and L), so if all you do is forbid the
weapon from being reconfigured it will retain the PDS ability and its points
cost won't change at all (because the points cost only measures the weapon's
value *during* tactical battles, and Pulsers can only be reconfigured
*between* battles).
If you remove the PDS ability, the Pulser cost drops to 4x Mass (regardless of
whether or not it can be reconfigured between battles).
I hope this helps...
Regards,
> From: Oerjan Ariander <oerjan.ariander@telia.com>
I've found weapon systems that duplicate the effects you have described.
The Gatling blaster is 12" range and6 beam dice or 1 PDS shot. Its mass times
4
The Twin Particle Array duplicates the pulsar in M mode and again its mass
times 4.
They get quite expensive but I have seen mass 50 cruisers mounting 5 multi arc
arrays ans can dish out a fair number of dice at 24 inches.
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opinion is that even a pulsar 'stuck' in one mode but still allowed its PDS
ability is a MASSX5 weapon, or MASSX4?
Also, so the weaponms your referring to as well John (NIFT I assume?) but I
wanted to keep any conversions I do as close to 'canon' FT as I could:) Even
though such a thing is a bit of a loose definition in and of itself!
> gzg-l-request@lists.csua.berkeley.edu wrote:
Message: 4
Date: Thu, 29 Dec 2005 00:58:20 +0100
From: Oerjan Ariander
Subject: Re: [GZG] conversion questions
To: gzg-l@lists.csua.berkeley.edu
Message-ID: <6.0.3.0.1.20051229002447.031b9670@m1.853.telia.com>
Content-Type: text/plain; charset="us-ascii"; format=flowed
> jason standlea wrote:
> how much points would the various Pulsar's be (c/m/l) if you were
> other modes ever?
Um. I'm not entirely sure what you mean with "mode" here.
The Pulser PDS ability is an integral part of the "profile" of *each* of
the different configurations (C, M and L), so if all you do is forbid the
weapon from being reconfigured it will retain the PDS ability and its points
cost won't change at all (because the points cost only measures the weapon's
value *during* tactical battles, and Pulsers can only be reconfigured
*between* battles).
If you remove the PDS ability, the Pulser cost drops to 4x Mass (regardless of
whether or not it can be reconfigured between battles).
I hope this helps...
Regards,
Oerjan oerjan.ariander@telia.com
"Life is like a sewer. What you get out of it, depends on what you put into
it."
-Hen3ry
------------------------------
Message: 5
Date: Thu, 29 Dec 2005 15:40:51 +1300
From: John Tailby
Subject: Re: Re: [GZG] conversion questions
To:
Message-ID:
<20051229024051.UJE1416.mta4-rme.xtra.co.nz@[202.27.184.228]>
Content-Type: text/plain; charset=ISO-8859-1
> From: Oerjan Ariander
I've found weapon systems that duplicate the effects you have described.
The Gatling blaster is 12" range and6 beam dice or 1 PDS shot. Its mass times
4
The Twin Particle Array duplicates the pulsar in M mode and again its mass
times 4.
They get quite expensive but I have seen mass 50 cruisers mounting 5 multi arc
arrays ans can dish out a fair number of dice at 24 inches.
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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lHi Jason
I don't understand what you said in your previous post.
The weapon systems I have seen and my group has used that replicate a pulsar
stuck in one mode are all mass*4 and include the option to fire as a PDF.
These seem to work OK and are not over the top.
Massed gattling batteries can be nasty but you have to be able to close to
within 12MU. This is hard if the enemy is able to move away from you.
John
[quoted original message omitted]
> so, it seems that opinion is that even a pulsar 'stuck' in one mode
A Pulser, either C, M or L is worth MassX5. The ability to switch does not
change this cost. When they were first created for the Phalons, it was decided
to let the player decide how exactly to set up the weapons as they all cost
the same, it would not matter.
A Pulser without the PDS ability is worth MassX4
> so, it seems that opinion is that even a pulsar 'stuck' in one mode
I'm not sure that the flexibility to configure the pulsars between games
isn't worth points.
If you were playing Phalon based technology you can keep your opponent
guessing as to your tactics.
Suppose you have a cruiser with 5 pulsar batteries, the same ship could either
be a 30 dice assault monster or a 5 dice skirmishing sniper. Completely
different tactics for your opponent to counter.
In a recent campaign I played in I build a super dreadnought with 21 pulsar
batteries. In one game I configured it for close assault and dished out 126
beam dice in one go. The next battle I configured my fleet for long range and
shot up my opponent from long range outside his missile trap he was planning
to spring when I rushed into 12MU range. Because you can configure before the
game your opponent has to try and guess what you are going to do rather than
knowing how your weapons are configured. That's even after the opponent has
seen that class of ship before.
If you take the PDS option away from fixed configuration they compare
unfavourably with beams apart from the discount to get only limited arcs.
But it's down to the individual group to design and play with their own
weapons and how they want to evolve their game and it's quite possible that
different play testing and gaming will produce different experiences.
> John Tailby wrote:
> I'm not sure that the flexibility to configure the pulsars between
You can keep your opponent guessing just as much by designing new ships for
each game, or by simply have a few different sets of stats to choose between
for each of your models. Doing this does not cause any points cost
increases for human-tech ships - so why should it do so for
*Phalon*-tech
ships?
Keep in mind that the points system is designed as a tool to balance
*one-off battles*. It is *not* designed for campaigns where fighters and
missiles have to be replaced once expended or human-tech ships might
take a
long time to refit with new weapons, and can - depending on the exact
campaign rules used - shift the game balance in unexpected ways if used
without modifications in such campaigns.
> If you take the PDS option away from fixed configuration they compare
Which is why I and Dean wrote that Pulsers *without* the PDS option only
cost 4xMass rather than their standard 5xMass.
Regards,