[ft] wotw - needlebeams
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 8 Mar 2001 12:46:00 +1100
Subject: [ft] wotw - needlebeams
Below is a commentary on the systems brought up & possible balance and
KISS
changes.
*****
Multi-arc Needlebeam
Mass: 2 +1 per arc, Cost: 3 per mass.
** 6" range, other rules as per Needlebeam. Needs the range penalty for
incentive to take regular needlebeams.
Heavy Needlebeam
Mass: 5, 1 arc, Cost: 3 per mass.
2 die vs 1 system at 12", 1 die vs 1 system at 24". Additional beam
re-roll.
All other rules as per Needlebeam.
** well-balanced between cost and effect; doesn't need the extra firecon
rules. You're trading range for efficiency (2 regular needles are
better at
close range).
Sniper Gun
** too complicated & has same effect as regular needlebeam (different
PSB).
Phalon Pulsar-N
** Allow as an additional tuning option. 6" range, same arcs as Pulsar.
All other rules as Needlebeam. The reduced range trades off the ability
for
multiple arcs.
Sa'Vasku Pod - Needle
Biomass:1, Power: 3.
** Range 12". 3 die vs 1 system, other rules as per Needlebeam. The
penalty
of losing biomass needs a balancing factor.
St*r Tr*k Multiuse beams (genre specific only)
** If using standard FB rules: 6" range & subtract 1 die from normal
beam
(ie: PDS & class-1 can't be used). Damage is rolled as normal & if 1
die
scores a six *and* damage is applied to the hull (it has to get through
the
screens and armour), then the system takes 1 needlebeam hit result. All
other rules as per Needlebeams.
Effector Beam
** This should come under EMP rules.
Starfire Primary Beam
** not really happy with any of the models so far, as they don't show
the
effectiveness of dropping one into the powerplant/AM magaizine etc.
Brendan
Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM