[GZG] [FT] Particle Cannon

3 posts ยท Jun 7 2006 to Jun 8 2006

From: Matthew Tope <kirov76@g...>

Date: Wed, 7 Jun 2006 20:16:21 +0100

Subject: [GZG] [FT] Particle Cannon

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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,

From: Roger Burton West <roger@f...>

Date: Thu, 8 Jun 2006 09:28:20 +0100

Subject: Re: [GZG] [FT] Particle Cannon

> On Wed, Jun 07, 2006 at 08:16:21PM +0100, Matthew Tope wrote:

> The particle beam damage die is read in the same way as an attack

Mean damage = 1 (as opposed to the 0.8 of a beam die), 25% bonus.

> Against armour 1dp hits are soaked up by any available armour. 2 point

Mean damage = 5/6 (vs 0.6), 39% bonus.

> Level 2 screen, 1-3=0dp, 4-5= 1dp, 6 =2dp.

Mean damage = 4/6 (vs 0.4), 67% bonus.

It is unfortunate that this weapon is so much more effective against screened
targets. Lots of weapons ignore screens already...

I'd be more inclined to use your "level 2 screen" progression for level 1
screens (still giving an 11% bonus over beam batteries), and drop another
point (0,0,0,0,1,2) for level 2 screens (25% bonus). That would make the
weapons slightly overvalued at 4xMASS.

R

From: Matthew Tope <kirov76@g...>

Date: Thu, 8 Jun 2006 18:57:01 +0100

Subject: Re: [GZG] [FT] Particle Cannon

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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 08/06/06, Roger
> Burton West <roger@firedrake.org> wrote:

I agree entirely, hence my reservations regarding it's screen interaction. I
wanted the weapon to be better than regular beams at penetrating shields but
my initial approach did seem to be too efficient at this for comfort.

> I'd be more inclined to use your "level 2 screen" >progression for

I like your idea here. A bit of extra anti-screen punch, but at the same
time not enough to make the screen completely pointless. Additionally if it
allows me to class/mass these weapons as per regular beams but at a cost
of mass x 4, then I would be very satisfied. If they are a little over valued,
well I can live with that.

Thanks for taking the time to go over this for me.

Cheers,

Matt