From: Matthew Tope <kirov76@g...>
Date: Wed, 7 Jun 2006 20:16:21 +0100
Subject: [GZG] [FT] Particle Cannon
_______________________________________________ Gzg-l mailing list Gzg-l@lists.csua.berkeley.edu http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lHi all, Need some help from the number crunchers. Awhile back I tested a weapon development idea in a number of my groups games. Whilst the mechanics and effect in game of the weapon seemed fine I wasn't too happy with my own mathematical ability in regards to mass and costs. Any help or suggestions would be greatly appreciated. PSB: Particle Cannon. Please bear in mind my group games in a non-canon setting around 5,000 years or so from the present day. This is not a weapon intended for the Tuffley verse setting. The particle cannon was the end result of an RSSF research and development programme into enhancing standard beam weapons. With the use of gravitic lenses developed from gravitic drive technology, a particle beam is split into several pulses which are then projected at the intended target. The pulses are more accurate, thanks to the gravitic lense, than standard beams, and as more energy is focused at a given point better able to punch through screens. On the other hand the pulses wastes more energy impacting on the targets hull and are not as efficient at inflicting penetrating damage when compared to a standard beam. Rules: Particle cannon are classed as per beams, with identical range bands and dice per range band. The particle beam damage die is read in the same way as an attack fighter die, 1-2=0, 3-4=1dp, 5-6=2dp. There are NO RE-ROLLS on a natural score of 6. Against armour 1dp hits are soaked up by any available armour. 2 point hits destroy one armour box, the other point is inflicted on the next armour layer/hull as appropriate. Vs Screens: (Not too sure if this is being handled correctly), Level 1 screen, 1-3=0, 4=1dp, 5-6=2dp. Level 2 screen, 1-3=0dp, 4-5= 1dp, 6 =2dp. Particle cannon can be used against fighters, missiles, and PBL's using anti-shipping mode fire. Class1 particle cannon do not get a PDS mode (does not really seem necessary, or at the very least a little OTT), Mass/costs. Originally I used the same mass as regular beams given class and fire arcs, and costed them at mass times 4. In play testing this felt fine but given my poor mathematical ability I can't but suspect they were a little on the cheesy side. If any one can help with the mass, costs, and screen interaction dice mechanics I would be very grateful. Cheers,