From: John D. Hamill <finnmaccool@e...>
Date: Tue, 26 Aug 1997 16:20:00 -0400
Subject: New weapon systems
I have come up with a few new weapons for our local group, try them out and
let me know how you like them
Early Lasers
First energy weapon systems almost every technological civilization develops
is the laser. In most cases however, the standard particle beams that are
represented by the AA,A,B,&C Batteries in FT are better weapons in the long
run. If you are trying to run a campaign that starts out at the beginning of
space exploration, or just want to play out early space battles try these out
LASER (EARLY)
MASS POINTS DICE*
Laser 1 2 5+2per arc 1
Laser 2 3 7+3per arc 2
Laser 3 4 9+4per arc 3
_|_
_/_1_\_ * Lasers roll as standard batteries, ignore screens,
but not armor, sand or dust casters. The range of all lasers is 12"
LASERS (ADVANCED)
After the advances of particle beam technology and pulse torpedoes, a way is
found to make lasers an effective weapon. With new lasing technology and
gravitic focusing systems, lasers make a dramatic comeback.
MASS POINTS DICE*
Laser 1 2 4+2per arc 2
Laser 2 3 6+4per arc 3
Laser 3 4 8+6per arc 4
_|_ *As above, Lasers use the same dice as standard
beam batteries,
_/ 2 \_ but ignore shields, not armor, sand or dust
casters. Advanced
\___/ Lasers have a range of 42"
Improved Range and Mega Pulse Torpedoes
Simple technical improvements on the standard pulse torpedo, these weapons
paved the way for even better ones.
IMPROVED RANGE PULSE TORPEDO
MASS 7 POINTS 20 DAMAGE 1d6 __
0"-8" 2+ to hit | |
8"-16" 3+ to hit |//|
16"-24"4+ to hit | |
24"-32"5+ to hit |//|
32"-40"6 to hit |__|
MEGA PULSE TORPEDO
MASS 10 POINTS 28 DAMAGE 3d6 ___
0"- 4" 3+ to hit | | |
4"- 8" 4+ to hit | | |
8"-16" 5+ to hit | | |
16"-20" 6 to hit |_|_|
PLASMA GATLING CANNONS
The ultimate upgunning of the battlefield DFFG, and the final improvement on
the technology of the pulse torpedo. PGCs are brutal weapons that do massive
close range damage. The maximum range of any PGC is 12". Their range bands are
as follows:
0"-4" 3+ to hit Full Damage
4"-8" 4+ to hit Half Damage
8"-12"5+ to hit 1/4 Damage
MASS POINTS DICE
PGC 1 2 10+4per arc 2
PGC 2 4 20+8per arc 4
PGC 3 6 30+12perarc 6
| Note: As with pulse torpedoes, the dice are read
as actual
/ \ damage, with the addition of the modifier
for range
_/_3_\_ above. Shields do not protect against
PGCs, but armor and sand do.
Try these out at your next game and see if you like them. Any comments
or suggestions can be sent to my e-mail address: