GZG List archives -- May 2007

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[GZG] Tinkering with weapons



Here are a few weapon ideas produced by tinkering with the basic stats.
I would appreciate any feed back.

Fusion Beam
Envisaged as an earlier ship mounted weapon system before the standard beam became common.
Mass and cost as Beam
Range 8mu brackets per weapon class
Damage as per standard beam x2 (die result 4-5= 2hits, 6=4hits)
Screens- as beams
Armour- as beams


Helical Beam
Helical adjusted wave guide carrier particle beam, sometimes called the Hell beam more commonly H beam
Mass and cost as Graser
Range 27mu brackets per weapon class
Damage d3 per hit
Screens- as Graser
Armour- as Graser


Salvo Missile Variants
SM variants have probably been done to death, but here goes

The standard SM is a Nuclear tipped warhead that detonates within a few kilometres of the target causing damage through thermal shock, hard radiation etc. The distance that the missile detonates and other factors account for the vagaries in damage of from 1 to 6 points
The 2 variants are
1. An earlier smaller (1/3 the size) missile that relies on kinetic impact/HE to cause damage
All mass allocations for racks, magazine and tubes are the same but instead of launching a salvo of 6 missiles it becomes a "swarm" of 18 missiles.
Although a smaller target they have a longer attack run and are easier for PDS to lock on and hit, so add 1 to the die roll for each PDS, B1 , K1 or fighter that fires
(fighters are not in danger from missiles they shoot down)
Scatterguns are even more effective, they will destroy 3d3 missiles from each swarm.
Being smaller they do not have the capacity to carry ECCM and are very susceptible to being spoofed by their targets ECM so for each swarm roll 3d6 and minus 3 from result
the number left minus those destroyed by defenses is the number of missiles that impact the target. each missiles causes 1 pt of damage


2. This variant is a salvo missile with a bomb pumped laser (BPL) warhead.
As it is more of a stand -off weapon than the standard SM and weapons firing in the PD role have less time to lock-on before the BPL fires, so minus 1 to the die roll for each PDS, B1 , K1 or fighter that fires. ( fighters are in the same danger as when firing at standard SM)
Scatterguns are d3-1 missiles destroyed
Roll d6 to see number of missiles that lock-on minus those destroyed.
Damage - roll d6 for each missile, results 1 to 3 = 1 hit point 4,5 2 hit points 6 3 hit points
no effect from screens 1 point from each missile goes on armour the rest on hull.


I think the cost for the 2 variants should be the same as standard SM but any thoughts please.

Tony


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