FT-Weapons
From: "david smith" <bifsmith207@h...>
Date: Wed, 08 Oct 2003 09:36:48 +0000
Subject: FT-Weapons
This idea I wish to share came from reading the exodus project webpage
(I am
going to try the fuel rules soon, which at first sight I like the look
of).
I have some questions I would like to raise concerning some ideas for
weapons that require comment.
K-Guns.
In a setting using just vector movement, no sheilds, no thruster pushes
(a
la exodus), are K-Guns over or under priced/massed? (thinking of
allowing
K-Guns as spinal mount weapons, with 1 mass giving 10 rounds).
Pulsar derivative
A pulsar has 1D6 at long range, 3D6 at medium, and 6D6 at close range.
My
idea was for a gattaling gun/mass driver/mini missile launcher that has
the
same dammage effect as a pulsar, but comes with ammo (at a rate of 10
rounds
per mass). A limited burst can fire upto long range, does 1D6 dammage,
and
uses 1 round, a medium burst fires upto medium range, does 3D6 dammage,
and
uses 2 rounds, and a continuos burst can only be fired at close range,
does
6D6 dammage, and uses 4 rounds. This weapon can also be used for PDS,
rolling 1Die as normal, but uses 1 round doing as such (not requiring
firecon in PDS).
Notes-
Dammage die read exactly as beam/pulsar die.
Range band/burst identical to pulsar range bands (continuos=close/C mode
pulsar).
Dammage increases as range drops, unlike pulsars.
A limited burst can be fired at any range, but still only causes 1D6
dammage.
PSB-
The reason for the different ammo rates and dammage is that the
recoil/grav
eddies* prevents the firing of longer burst as the range increases. You
can
fire a longer burst if you want, but you will not hit anything more than
the
shorter burst will.
*Think HH style interference preventing you from firing more mini
missiles
(you could fire them, but you would be firing them blind/at random).
Any comments/feedback?
BIF
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