Re: Radiation Effects (was Re: Full Thrust discussion, anyone?)
From: John Leary <realjtl@s...>
Date: Thu, 14 May 1998 16:37:18 -0700
Subject: Re: Radiation Effects (was Re: Full Thrust discussion, anyone?)
Brad Holden wrote:
>
> Someone earlier mentioned banning particle beam weapons, that and this
> discussion of missles got me thinking of a piece of chrome for FT.
>
> Anyone who has ever played High Guard is familar with the old
radiation
> damage table. Radiation damage comes from high energy particles
either
> made from nuclear weapons or particle beams colliding with parts of a
> ship and causing those parts to effectively glow with X-rays and Gamma
> Rays.
>
> My thinking is that you could, for an extra point cost say, purchased
> enhanced weapons. To simply simulate the effect of radiation, I was
> thinking you could treat the weapon as normal but if a successful hit
> is made you also get a free needle beam attack. For beam weapons, I
> would suggest only doing this at shortest range band. The cost of
> these weapons should be the cost of a needle beam and a A battery
> combined somehow. Also, only A batteries should be allowed to have
> this enhanced ability (thus preventing someone buying 20 enhanced C
> batteries for the free needle attack).
>
> Just a thought....
>
> cheers
> brad
Brad,
Suggestion: How about using an 'A' battery AS a needle at short
range (roll 1D6), and require an FCS for this function. (For each 'A'
used in this
manner.)
Bye for now,
John L.