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RE: [FT]Alternate Universes-Weapon Types

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Wed, 5 Sep 2001 17:00:28 +1000
Subject: RE: [FT]Alternate Universes-Weapon Types

Unto the breach with comments...
For most of these, you're best to leave the actual mechanics the same as
FTFB, but adjust the mass/cost to allow for each races "advantages".
Otherwise you may have trouble in pickup games with regular FT players.

On Wednesday, September 05, 2001 1:36 AM, Alderfek@aol.com
[SMTP:Alderfek@aol.com] wrote:

>  I havent put these into use yet but here goes:
> The weapon system if it hits its target would do 2 damage to the
shields,hit 
> the armor for 2 more points and punch through to the hull for 2 more
points 
> of damage.
> The shields would reflect,deflect,dissapate,etc... the incoming
weapons 
> damage except on a to hit roll of 6
> Most shields are Trek-ish in nature. The human based races have a 
> energy/limited matter deflection system. These would push away most
energies 
> coming at the vessel whether it be natural or artificial. They would
also 
> provide meteoroid & micrometeor protection and also small caliber
railgun 
> projectiles and missiles.
One system in use currently is to have the shield generators "repair"
1-2
armour boxes per generator.
The "damage on 6" bit is already part of the FTFB system in the beam
rerolls
etc.
Combining this with Phalon layered armour and you have the effect you
want.

> The Perg'r'nese Parloomian and Delthaze shields are like ballons. The 
> artificial singularities used to power their ships are used to
"inflate" a

> anti-gravity screen which for all intents can block out just about
anything. 
> Just depends on the power levels applied.
Reflex field (MT)

> 
> VThe Vindric and Hargonne have no shielding other than radiation
screens.
No armour in other words.

*****
> Denegra Coalition
> Fire Control- May fire at one target per fire control. Point defense
independent
This is as per the current rules anyway.

> High Energy Laser(Std Beam, add 2inch/hex to each range)
Use standard rules, perhaps cost it a 2 pts/mass.

> Salvo Missile - Tactical Nuclear Device(1D4 per missile per hex or 1"
radius. 20"/hex range)
??? not very clear, possibly use MT capship missiles depending on the
densities involved.
The other option would be standard rules, but increase the launcher size
by
1 mass.

> Dethaze Tribunial
> Fire Control- May target 2 targets per FC
Keep it at 1 target, you need at least 2 FC for redundancy and any ship
targetting more than this is shooting at the wrong targets.

> Plasma Cannon(Class 1 & Class 2 - Range same as std FT beam. Class 1
inflicts 
> 1 point damage to shield, armor and then hull. Class 2 works same,2 to
shield, 2 to 
> armor and 2 to hull. At close range, roll for 2 chances to hit. All
hits
only on 5 or 6, no re-roll.
Use Kra'vak K-gun rules. (FTFB2)

> Plasma Beam(Class 4,Range same as std FT beam, this weapon will feed
on
discharge from target. 4 damage to shields, 6 to armor and 8 to hull.
Hit on
5 or 6. No re-roll. Can only fire every other round due to re-charge
time)
Use Wavegun rules (MT-FTFB)

> Plasma(Pulse)Torpedo(PT causes 1D4 on a hit roll of 5. On a hit roll
of 6,
the target is enveloped for 1D4 rounds for 1D4 damge per round.
>			 Plasma Torpedo may be destroyed by defending
vessel
on a roll of 5 or 6.)
Use Phalon Plasmabolts (FTFB2)

> 
> Hargonne
> Fire Control- May fire at one target per fire control. Point defense
independent
> 
> Particular Beam(Class 1 & Class 2 - Ranges same as std FT beam -1.
Beam 
> deflected by Class 2 or higher shield. Penetrates Class 1 shield 
> on a hit roll of 4,5 & 6.)
Use KV K-guns (FTFB2)

> Lancer Missiles(SML- same)
> Fletchette Projector(Submunitions Pack- same as FT, unlimited
magazine)
These will need to be increased in either cost or mass to balance with
the
other systems.	I use an identical system for my HH plasma torpedoes,
but
have them counterbalanced by being totally deflected by screens.

> Perg'r'nese Domain
> Fire Control- May fire at 1D6 per turn due to organic makeup of FC
system.
Keep it at 1 target per FC as standard.

> Anti-Matter Pulsar(AMP)(Ranges same as std FT beam +2. 
Standard beams, but decrease cost by 1 pt/mass.

> Pulsar (Pulse) Torpedo
> 
> Pendrakian Aristocracy
> Fire Control- May fire at one target per fire control. Point defense
independent
> 
> High Energy Laser(Class 2 Ranges same as std FT beam )

> Railgun(Class 4- same as Kra'Vak RG's. Perg'r'nese shield will deflect
on
all hit rolls except a 6. Fore/Aft fire only)
Use standard K-gun rules, but give the Perg'r'nese extra layers of
armour
compared to the other races.

> Pulse Toredoes( same as FT per MT update)
> 
> Qizan Confederation
> Fire Control- May fire at one target per fire control. Point defense
independent
> 
> Pulse Cannon(Range same as FT beam +1, Hits on a 3,4,5 or 6 at range
1. 
> 4,5 or 6 at range 2. 5 or 6 at ranges 3 and 4. Damage is 4D6 at range
1, 
>3D6 at range 2, 2D6 at range 3 and 1D6 at Range 4. Shields will deflect

>half of damage potential.
Use pulsetorps with +50% mass and +25% ranges.

> Pulse Torpedo(Same as FT per MT update)
> CRM(std SML)
> 
> Sardorian Nations
> Fire Control- May fire at one target per fire control. Point defense
independent
> 
> High Energy Maser(All classes- same as FT Beam)
> Particle Lance(Needle Beam - 18"/hex range. Damage 1 shield, 2 armor,
2
hull on 5 or 6)
Use the Heavy Needle Beam from the FT weapons archive
http://members.nbci.com/noam_izenberg/Weap-Def_Archive.htm

> Salvo Missile - Tactical Nuclear Device(1D4 per missile per hex or 1"
radius. 20"/hex range)
SML with +1 mass per launcher
> 
> United Terran Commonwealth
> Fire Control- May fire at one target per fire control. Point defense
independent
> 
> Phased X-Ray Laser(Std beam ranges. Hits for half damage on 4 or 5. 
>Full damage on a 6 and 1 point of internal damage.)
Standard beams

> Vulcan(Sub-Munitions Pack with unlimited reloads. Std range)
See above.

> CRM(std SML)
> 
> Vindric
> Fire Control- Organic based, may fire at 1D4 targets.
> 
> Neutron Projector(Std beam range all classes. Ignores Armor and
destroys 
>hull boxes. All shields deflect except on 6.)
Not sure what to do about this one.  No FT weapon ignores armour
completely.

> Neutron Spikes(Sub-Munitions Pack with unlimited reloads. Std range
and
hits only on 5 or 6)
See above.

'Neath Southern Skies - http://home.pacific.net.au/~southernskies/


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