> I just can't leave it alone. I tinker and tinker and tinker. I've
Indeed this is the most fun.
> I read the rules on the railgun. I see several problems.
The new unofficial FB railgun can be found here -
http://www.geocities.com/Area51/Station/3565/kravak/kv-fb-design.html
Its better balanced that the FB version.
> 3) Limited to 1 arc of fire. So far most of my K designs fit
In TOS & TNNG it seem that disruptors are have fairly static arcs, given the
blisters on the model Vor'Cha I have, a 1 arc limit wouldn't be to
unrealistic.
> Back to 2. My ideas for modifying railguns to be disruptors
Agreed not a mass driver, so screens effect it. You still need the leaking
screen effect though. Watched 'Yesterdays Enterprise' the disruptors take the
Big E apart even though it has full shields to the end.
> Each level of screen modifies the damage die roll by -1.
You want the shields to behave like KV armour does to railguns so what you
propose seems about right or see UKVRG page above.
> A modified
I'd say no damage if damage roll < 1, this just means you hit so the shield
absorbs all the energy, a glancing shot.
Reduce the cost to 3 per
> mass instead of 4 (gee, in line with beam weapons, the class-3
Costs for UKVRG on page above.
> Agreed not a mass driver, so screens effect it. You still need the
Need to watch that again. Didn't see the birds of prey sorry klingon cruisers
:) use anything but normal phasers?
The disruptor I do remember is in the first episode of the Klingon civil war 2
part story. The disruptor comes straight out of the front of the big Klingon
Cruiser and destroys an unshielded bird of prey in one hit.
> Need to watch that again. Didn't see the birds of prey sorry
Generally:
Green (Kling / Rom)= Disruptors
Red/Orange (Fed / Card) = Phasers
IMO the wing weapons on the K'Vort / B'rel are disruptors
not phasers (several souces of this including the
ERTL kit, Generations - "target full disruptors")
> The disruptor I do remember is in the first episode of the
Also The DS9 'way of the warrior??' where the defiant disrupts a Vor'cha
disruptor with its tractor beam.
> >The disruptor I do remember is in the first episode of the
Seems like some inconsistancy exist's in the ST universe (no suprise there
then):)
I seem to recall a hex based ST space combat game. Think it was called Star
Trek 3 or something God my memory is bad.
Anyway it seemed to suggest that the disruptor was a powerful cannon type
weapon. More like the FT wave cannon than a beam weapon.
In the episode where the Defiant uses it's tractor beam the Klingon weapon
fires like a phaser (i.e. constant stream) it's just that they do it blue in
colour. Where as in the civil war episodes it's more like a single shot ball
of energy.
I suppose it's however you want to interpret it really. Although i like the
idea of a couple of beam weapons and a wave cannon on a Klingon Cruiser:)
> I seem to recall a hex based ST space combat game. Think it
FASA Tactical Combat Simulator
> Anyway it seemed to suggest that the disruptor was a powerful
The blue is the tractor, disruptor fire is generally a green pulse, sometime
with a thickened pulse business end, see timescape where a disruptor pulse is
frozen in place and generations and yesterdays enterprise where there is a
good disruptor fight.
A wave gun is IMO too powerful a representation of a disruptor and much more
like a TOS rom plasma torp, which the roms drop on their warbirds for some
weird reason.
How about something like:
Phasers -> FT Beams
Disruptors -> FT Pulse Torpedoes
Photon torpedoes -> FT Salvo Missiles
"Gunner! Target engines ONLY!"
Use of at least 2 FCS and 2 Mass of phasers\disruptors allow a ship to
make a needle beam shot; if so, NO other fire is allowed that turn. A third
FCS
adds 1 to the roll; Shield-2 subtracts 1 from the roll.
Shields: Buy a "Shield Generator" (Mass and cost as for FT screen Generator,
level 1 or 2) AND buy shields (Mass 1, cost 2 x mass)
The shield generator does NOT work like FT shields- it is simply
necessary to run the shields. Each shield generator can support up to (say) 5%
of the Hull mass in Shields. Shields must be split equally between shield
generators. Shields are repairable each turn, like other systems.
Shields affect ALL weapons in ST
Rob