Prev: [FT, GZGECC] Battle of Saturn Next: Re: [FT] Heavy Pulse Torps

Re: [FT] Heavy Pulse Torps

From: Charles Stanley Taylor <charles.taylor@c...>
Date: Mon, 16 Oct 2000 18:48:03 +0100
Subject: Re: [FT] Heavy Pulse Torps

Ok, I've had a look at Aaron Teske's designs:

Light Pulse Torpedo:
Range 0-4: 2+ to hit, 4-8: 3+, 8-12: 4+, 12-16: 5+, 16-20: 6 only.
Damage: 1d6, half vs armour
MASS = 2 +1 per extra arc
COST = 3x MASS

Heavy Pulse Torpedo:
Range 0-9: 2+ to hit, 9-18: 3+, 18-27: 4+, 27-36: 5+, 36-45: 6 only.
Damage: 1d6, half vs armour
MASS = 8 +2 per extra arc
COST = 3x MASS

Which is a neat idea, however I'm considering giving pulse torpedos
'class' numbers where the class number is the number of d6's rolled for
damage (standard model is class-1). And using a similar system for
'Short-range' (Aaron's Light Pulse Torps) and 'Long-range' (Aaron's
Heavy Pulse Torps) versions.
MASS is the MASS of a Class-1 version multiplied by the Class.

On a related note, I found the old Heavy Beam weapons poll thread in the
list archives, in several places it mentioned that the heavy beam
weapons rules arrived at in the poll were to be playtested.
Does anyone know what the result of the playtest was?

Charles.

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