GZG List archives -- January 2007

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Re: [GZG] ECM Weapons on Fighters



Jerry wrote:

> I like the idea, but think that they should cost at least +3 per fighter.

I've collected a few of the various costs of fighters here,
http://fullthrust.2-72.co.uk/systems.html#fighters

as well as missiles,
http://fullthrust.2-72.co.uk/systems.html#weapons-ord (under section 2.5)

EMP is a difficult weapon to cost on fighters, they could be very effective. The description for EMP Heavy Missiles seems overly complicated, but the more exotic weapons systems are being bolted on to the current rules. I agree they should cost at least 6pt per fighter... though I have very little raional for why.

Or, do something like they must power down all their own systems then trigger the EMP. Thus they lose their primary move next turn, or get DRMs for the next turn - effectively they sit still while they power up again. (the power down protects their own systems from the effects). This would make EMP fighters behave differently - perhaps have them affect other fighters nearby as well, more of an area effect pulse than the EMP Beams. Then it might be one use as well (this is how torpedo fighters act in MT I believe, but for our rules I removd that condition)

With Combat Endurance Factors (CEFs), perhaps once an EMP fighter fires it loses all its remaining CEF - that would be the easiest way to represent the above ideas. 


Simon


-- 
Experience is the fool's best teacher; the wise do not need it.

http://fullthrust.2-72.co.uk

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