New weapon systems

6 posts ยท Aug 26 1997 to Aug 28 1997

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:

From: Christopher E. Ronnfeldt <zephyr@t...>

Date: Tue, 26 Aug 1997 22:39:06 -0400

Subject: Re: New weapon systems

> John D. Hamill wrote:

I assume this to be a typo..... (should be 12 like thew normal laser
right?).
If so, it sounds quite reasonable. Iff 42 is right, then it be way over the
top.

From: John D. Hamill <finnmaccool@e...>

Date: Wed, 27 Aug 1997 02:17:59 -0400

Subject: Re: New weapon systems

> Christopher E. Ronnfeldt wrote:

From: Matthew Seidl <seidl@v...>

Date: Wed, 27 Aug 1997 11:59:39 -0400

Subject: Re: New weapon systems

> On Wed, 27 Aug 1997 01:17:59 -0500, "John D. Hamill" writes:

Any chance you'll post your tech level system for all to see?

From: John D. Hamill <finnmaccool@e...>

Date: Wed, 27 Aug 1997 14:54:42 -0400

Subject: Re: New weapon systems

> Matthew Seidl wrote:
but
> >use mostly armor and other defensive systems for protection. If you
     -=-
> -=- http://www.cs.colorado.edu/~seidl/Home.html -Morrow
     -=-
The tech level system we were working on was for a looong campaign me and some
friends were working on. the basis of the campaign was that any race could
research any type of technology, but could only specialize in a few. We
incorporated all the weapons and systems we found on the net, and came up with
a few of our own. The campaign never got off the ground (several people,
including myself, moved away) and the tech system is a little rough, but if
you're interested I'll post what I have.

From: Todd Rogue2 Wikel <toddw@s...>

Date: Wed, 27 Aug 1997 21:05:05 -0400

Subject: Re: New weapon systems

> John D. Hamill wrote:

> Matthew Seidl wrote:

I would be very intertested in the tech level system. I'm nearly complete with
my own and would enjoy compairing notes with your. If your interested if
playtesting my campaign system let me know.