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