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RE: [FT] WotW #4: Railguns

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 20 Mar 2001 10:05:38 +1100
Subject: RE: [FT] WotW #4: Railguns

Amazing how my own argument seems so stale after this time.  Forget my
old
suggestion, I doesn't work well enough.

After thinking about it, Human railguns don't need a different mechanic
and
doubling the range bands makes it too cheap compared to every other
lightspeed weapon (remember, kinetic projectiles are still sublight).

What about simply using the K-gun rules; negate the doubling roll &
reduce
cost to 3 pts per mass (in line with other human tech), effectively
making
it a fixed damage, armour penetrating weapon.

Damage Comparisons:
	0-6;	7-12;	13-18;	19-24;	25-30
Ptorp	2.9	2.3	1.8	1.2	0.6
R-1	0.8	0.7	0.5	0.3	0.2
R-2	1.6	1.3	1.0	0.7	0.3
R-3	2.4	2.0	1.5	1.0	0.5
K-3	3.8	3.0	2.3	1.5	0.8
R-4	3.0	2.5	2.0	1.3	0.7

A lot more inefficient mass-wise.  The other option is to use the full
K-gun
rules, but add 1 mass to each class to account for the different tech
base.

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM

> -----Original Message-----
> From: Izenberg, Noam [SMTP:Noam.Izenberg@jhuapl.edu]
> Sent: Tuesday, March 20, 2001 2:52 AM
> 
> WotW #4: Railguns
> 
> MS>Railguns come in classes 1-6 like K-Guns, and obey the same rules
with
> MS> regard to arcs of fire.
> MS> 
> MS> Roll to hit like K-Guns, but the ranges are doubled - 0-12 mu: 2+,
> 12-24
> MS> mu: 3 +, etc.
>  
> MS> If you hit, roll 1 die per railgun firing, and take the result as
the
> MS> damage, BUT you cannot do more damage than the class of the firing
> MS> railgun. For example, if you hit with a class four railgun, you
would
> do


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