RE: KV Railguns vs Armour (NSS system) Pt1/2
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Mon, 7 Dec 1998 09:50:09 +1100
Subject: RE: KV Railguns vs Armour (NSS system) Pt1/2
Well, railguns are the KV equivalent to beam weapons, except I use the
railgun mechanics.
The advantage is you can ignore the railgun size except to work out how
many dice are rolled at that range. ALL the RG die are rolled at once,
pick out the hits & roll for damage = 2 rolls.
With the increased mass of each railgun, it reduces the number of die to
approximately the same as an equivalent mass of beam weapons. Surely
you've had to roll 30+ beam dice at some stage? ;-).
The main reasoning was with not rolling individual RG classes, it speeds
up play & gives a range/damage tradeoff.
'Neath Southern Skies
http://users.mcmedia.com.au/~denian/
*****
T'was brillig, & the slithy toves,
Did gyre & gimle in the wabe.
All mimsy were the borogroves,
And mome raths outgrabe.
- Lewis Carroll "Through the Looking Glass".
-----Original Message-----
From: Tim Jones [SMTP:Tim.Jones@Smallworld.co.uk]
Sent: Friday, December 04, 1998 6:07 PM
>Each railgun rolls 2 dice per class, hitting as per PT, but subtract 1
>die for each full 6" of range. >All dice over 24" hit on a 6 only.
>EG: a RG-1 rolls 2d at 6" & 1d at 12". A RG-3 rolls 6d at 6" & 1d at
>36".
This looks like too much of a die fest. I roll 6 die work out the hits
then roll the correct number and work out the damage. The alternatives
systems offer two rolls of a single die or a single roll of up to 3.
As you say this may be too much like beam weapons.
-= tim jones =-