KV Railguns vs Armour (NSS system) Pt1/2

6 posts ยท Dec 4 1998 to Dec 6 1998

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Fri, 4 Dec 1998 14:35:32 +1100

Subject: KV Railguns vs Armour (NSS system) Pt1/2

Each railgun rolls 2 dice per class, hitting as per PT, but subtract 1 die for
each full 6" of range. All dice over 24" hit on a 6 only.
EG: a RG-1 rolls 2d at 6" & 1d at 12".  A RG-3 rolls 6d at 6" & 1d at
36".

For each die that hits, roll again; 1-3 = 1pt, 4-6 = 2pts.
(This would allow the addition of KV armour: same effect as old rules)

Damage Averages at Range: 6" 12" 18" 24" 30" 36" 42" 48"
                2+      3+      4+      5+      6+      6+      6+
6+
RG-1(2d)        2.50    1.00    -       -       -       -       -
-
RG-2(4d)        5.00    3.00    1.50    0.50    -       -       -
-
RG-3(6d)        7.50    5.00    3.00    1.50    0.50    0.25    -
-
RG-4(8d)        10.00   7.00    4.50    2.50    1.00    0.75    0.50
0.25
Pulse Torp      2.92    2.33    1.75    1.16    0.58    -       -
-

Average damage per mass: 6" 12" 18" 24" 30" 36" 42" 48"
RG-1 (2m/2arc)  1.25    0.50    -       -       -       -       -
-
RG-2 (3mass)    1.66    1.00    0.50    0.16    -       -       -
-
RG-3 (6mass)    1.25    0.83    0.50    0.25    0.08    0.04    -
-
RG-4 (10mass)   1.00    0.70    0.45    0.25    0.10    0.075   0.05
0.025
Pulse Torp (4m) 0.73    0.58    0.44    0.29    0.15    -       -
-

ALTERNATE DAMAGE:

1-3= 1pt; 4-5= 2pts; 6= 3pts (no rerolls)
Damage Averages at Range: 6" 12" 18" 24" 30" 36" 42" 48"
                2+      3+      4+      5+      6+      6+      6+
6+
RG-1 (2d)       2.77    1.11    -       -       -       -       -
-
RG-2 (4d)       5.55    3.33    1.66    0.55    -       -       -
-
RG-3 (6d)       8.33    5.55    3.33    1.66    0.55    0.27    -
-
RG-4 (8d)       11.11   7.77    5.00    2.77    1.11    0.83    0.55
0.27
Pulse Torp      2.92    2.33    1.75    1.16    0.58    -       -
-

Average damage per mass: 6" 12" 18" 24" 30" 36" 42" 48"
                2+      3+      4+      5+      6+      6+      6+
6+
RG-1 (2m/2arc)  1.39    0.55    -       -       -       -       -
-
RG-2 (3 m)      1.85    1.11    0.55    0.18    -       -       -
-
RG-3 (6 m)      1.38    0.93    0.55    0.27    0.09    0.05    -
-
RG-4 (10 m)     1.11    0.77    0.50    0.28    0.11    0.08    0.06
0.03
Pulse Torp (4m) 0.73    0.58    0.44    0.29    0.15    -       -
-

Mass calculation: equivalent beam battery + 1/2 RG class.
Cost: mass x 3
***************************

'Neath Southern Skies
http://users.mcmedia.com.au/~denian/
*****
T'was brillig, & the slithy toves, Did gyre & gimle in the wabe. All mimsy
were the borogroves, And mome raths outgrabe.
                       - Lewis Carroll "Through the Looking Glass".

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Thu, 3 Dec 1998 20:00:43 -0800

Subject: Re: KV Railguns vs Armour (NSS system) Pt1/2

> ALTERNATE DAMAGE:
48"
> 2+ 3+ 4+ 5+ 6+ 6+ 6+

Why not just use the "to hit" roll ans the damage roll as well, and omit a
step?

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Fri, 4 Dec 1998 15:40:08 +1100

Subject: RE: KV Railguns vs Armour (NSS system) Pt1/2

Because that means you would automatically to maximum damage when the
to-hit roll is 6.  If anything, it would need to be a reverse damage
chart when using 1 roll for hits & damage (ie: 2+=3pts, 4+=2pts etc)
otherwise it's just a standard beam weapon by another name. Not very alien at
all.

'Neath Southern Skies
http://users.mcmedia.com.au/~denian/
*****
T'was brillig, & the slithy toves, Did gyre & gimle in the wabe. All mimsy
were the borogroves, And mome raths outgrabe.
                       - Lewis Carroll "Through the Looking Glass".

[quoted original message omitted]

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Thu, 3 Dec 1998 20:51:57 -0800

Subject: RE: KV Railguns vs Armour (NSS system) Pt1/2

> Because that means you would automatically to maximum damage when the

Actually, that's sort of an intriguing idea.

From: Tim Jones <Tim.Jones@S...>

Date: Fri, 4 Dec 1998 08:07:16 -0000

Subject: RE: KV Railguns vs Armour (NSS system) Pt1/2

> Each railgun rolls 2 dice per class, hitting as per PT, but subtract 1

NSS que?

This looks like too much of a die fest. I roll 6 die work out the hits then
roll the correct number and work out the damage. The alternatives systems
offer two rolls of a single die or a single roll of up to 3.

As you say this may be too much like beam weapons.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Mon, 7 Dec 1998 09:50:09 +1100

Subject: RE: KV Railguns vs Armour (NSS system) Pt1/2

Well, railguns are the KV equivalent to beam weapons, except I use the railgun
mechanics. The advantage is you can ignore the railgun size except to work out
how
many dice are rolled at that range.   ALL the RG die are rolled at once,
pick out the hits & roll for damage = 2 rolls. With the increased mass of each
railgun, it reduces the number of die to approximately the same as an
equivalent mass of beam weapons. Surely
you've had to roll 30+ beam dice at some stage? ;-).
The main reasoning was with not rolling individual RG classes, it speeds
up play & gives a range/damage tradeoff.

'Neath Southern Skies
http://users.mcmedia.com.au/~denian/
*****
T'was brillig, & the slithy toves, Did gyre & gimle in the wabe. All mimsy
were the borogroves, And mome raths outgrabe.
                       - Lewis Carroll "Through the Looking Glass".

[quoted original message omitted]