GZG List archives -- February 2006
Re: [GZG] [FT] Graser-1s again
In our group we changed grazers to be D3 per hit instead of the D6 and
halved the mass in compensation.
This seems to work fine and produces a slightly more predicable result sets.
Typically in each battle a fleet of ships with grazers will get one set of
rolls that = a dead enemy ship.
We found the original D6 damage per hit to be a bit over powered for our
groups tastes.
The thing we are having concerns over at the moment is SV weapons. Each
stinger node can have an unlimited amount of power diverted to it. We are
using homebrew designs so its quite possible to have a battleship with 40
power output 4 dice to 48 inches and 40 dice up close.
What are other peoples experience is fighting with and against SV ships?
John
----- Original Message -----
From: "laserlight" <laserlight@xxxxxxxxxxx>
To: <gzg-l@xxxxxxxxxxxxxxxxxxxxxxx>
Sent: Wednesday, February 01, 2006 11:51 AM
Subject: Re: [GZG] [FT] Graser-1s again
> And yes I know that the megahits really don't occur that
> often. But it is human nature to remember bad luck and
> exaggerate its frequency, and to pay more attention to
> spectacular but low probability happenings.
Which is why we remember the UN capital ship which won
initiative with an ORC in F arc at range 3 mu. Fired 4
grasers...no damage.
Yeah, it sucks to be the one in front of a set of grasers
when they're having a good day. But that's the same
reaction people had to SMR, and to Kra'Vak when they first
came out. We might want to add a line or two of text to the
weapon description that lets people know that *on average*,
grasers are about as effective as the same points of
beams--and sometimes you have good rolls and sometimes you
don't.
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