New weapon systems
From: "John D. Hamill" <finnmaccool@e...>
Date: Tue, 26 Aug 1997 16:20:00 -0400
Subject: New weapon systems
I have come up with a few new weapons for our local group, try them out
and let me know how you like them
Early Lasers
First energy weapon systems almost every technological civilization
develops is the laser. In most cases however, the standard particle
beams that are represented by the AA,A,B,&C Batteries in FT are better
weapons in the long run. If you are trying to run a campaign that starts
out at the beginning of space exploration, or just want to play out
early space battles try these out
LASER (EARLY)
MASS POINTS DICE*
Laser 1 2 5+2per arc 1
Laser 2 3 7+3per arc 2
Laser 3 4 9+4per arc 3
_|_
_/_1_\_ * Lasers roll as standard batteries, ignore screens,
but not armor, sand or dust casters. The range of
all lasers is 12"
LASERS (ADVANCED)
After the advances of particle beam technology and pulse torpedoes, a
way is found to make lasers an effective weapon. With new lasing
technology and gravitic focusing systems, lasers make a dramatic
comeback.
MASS POINTS DICE*
Laser 1 2 4+2per arc 2
Laser 2 3 6+4per arc 3
Laser 3 4 8+6per arc 4
_|_ *As above, Lasers use the same dice as standard
beam batteries,
_/ 2 \_ but ignore shields, not armor, sand or dust
casters. Advanced
\___/ Lasers have a range of 42"
Improved Range and Mega Pulse Torpedoes
Simple technical improvements on the standard pulse torpedo, these
weapons paved the way for even better ones.
IMPROVED RANGE PULSE TORPEDO
MASS 7 POINTS 20 DAMAGE 1d6 __
0"-8" 2+ to hit | |
8"-16" 3+ to hit |//|
16"-24"4+ to hit | |
24"-32"5+ to hit |//|
32"-40"6 to hit |__|
MEGA PULSE TORPEDO
MASS 10 POINTS 28 DAMAGE 3d6 ___
0"- 4" 3+ to hit | | |
4"- 8" 4+ to hit | | |
8"-16" 5+ to hit | | |
16"-20" 6 to hit |_|_|
PLASMA GATLING CANNONS
The ultimate upgunning of the battlefield DFFG, and the final
improvement on the technology of the pulse torpedo. PGCs are brutal
weapons that do massive close range damage. The maximum range of any PGC
is 12". Their range bands are as follows:
0"-4" 3+ to hit Full Damage
4"-8" 4+ to hit Half Damage
8"-12"5+ to hit 1/4 Damage
MASS POINTS DICE
PGC 1 2 10+4per arc 2
PGC 2 4 20+8per arc 4
PGC 3 6 30+12perarc 6
| Note: As with pulse torpedoes, the dice are read
as actual
/ \ damage, with the addition of the modifier
for range
_/_3_\_ above. Shields do not protect against
PGCs, but armor
and sand do.
Try these out at your next game and see if you like them. Any comments
or suggestions can be sent to my e-mail address:
John D. Hamill
finnmaccool@Earthlink.net