Here my shot at the Sa'Vasku Needle Pods...
Requires 1 Bio Mass and 3 points of power from the A pool. This allow
the bio-ship to make two needle attacks on any one ship with in 6 mu or
one needle attack on any one ship 7 to 12 mu away. Nominate systems, and roll
one die for each system. On a 1 to 3 only one point of damage is scored, on a
4 to 6, the system is knocked out in addition to one point of damage.
Note that Lance Pods average 2.3 damage points at 0 to 6 mu and 1.75 points of
damage at 7 to 12 mu. So the Needle Pods are deffinately effective...
> Here my shot at the Sa'Vasku Needle Pods...
[snipped]
Why would the needle "beam" mechanic be discarded here?
The pods you describe sound way too accurate.
In message <v04003a01b587ab320c04@[63.201.228.217]>
> Sean Bayan Schoonmaker <s_schoon@pacbell.net> wrote:
> >Here my shot at the Sa'Vasku Needle Pods...
Hmm... I posted a Sa'Vasku needle pod concept to the list a while ago -
don't remember any comments about it though.
If anyones interested - I'll dig it up - but it should be in the
archives somewhere.
> Sean Bayan Schoonmaker wrote:
> >Here my shot at the Sa'Vasku Needle Pods...
They're not too accurate and the needle MISSILE mechanic has not been
discarded. I didn't base them on needle beems, because the drone launchers
launch "missiles", as in projectiles...
> They're not too accurate and the needle MISSILE mechanic has not been
Quite right, however...
Since the pods in question are 1 MASS, IIRC, and the launcher is reusable, the
effect should be different from the missile im order to keep things properly
balanced.
They are. They don't have the range of missiles. They do less damage then
missiles, and they eat up your hull every time you fire them....
IAS
> Sean Bayan Schoonmaker wrote:
> >They're not too accurate and the needle MISSILE mechanic has not been