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Re: SG-Ortillary

From: "Bif Smith" <bif@b...>
Date: Mon, 31 Dec 2001 10:23:16 -0000
Subject: Re: SG-Ortillary


----- Original Message -----
From: Z. Lakel <zlakel@tampabay.rr.com>
To: <gzg-l@csua.berkeley.edu>
Sent: Monday, December 31, 2001 2:43 AM
Subject: Re: SG-Ortillary

>snip<

> I do agree that both in DS and SG ortillery is vastly underpowered
(but
then
> again my to-be-written TOE will include an orillery observer at the
company
> level, so I'm probably a bit biased

>snip<

> Main Beams (inc Pulsars): Everything within a certain radius (say 18")
is
> treated as if hit by weapon with impact dice something like
1D12*6*(Class
of
> beam)^2.

Remember there will be deviation (due to atmospheric effect), but not
much
(after all, if you can hit a starship at the distances space battles are
fought at, a target from low orbit would be easy).

> Neadle Beams: As a Class 2 Main Beam but w/ a smaller radius (for
argument,
> 8").

These should be more acurate, will even less deviation (they are a high
presition weapon).

> Pulse Torps: As a Class 3 Main Beam but w/ a greater radius (24") and
a
> greater chance for deviation.

These probably wouldn`t be used, due to thermal effects of the plasma in
atmosphere (witness the range falloff of DFFG`s Vs HEL`s).

> Railguns oops, K-guns rather: Standard solid munitions treat as a hit
w/
an
> impact die of 1D12*(2+(Class of gun))^2.

These are probably the main weapon for use against ground targets (in my
mind, anyway). Also, has anybody worked out the velocity of a K-gun
round
(30MU in a single turn (or half a turn)?).

> Plasma Bolts: Treat as a tacticle nuclear munition.
>

See pulse torps above.

> I'm sure the actualy numbers I used arn't very balanced, but it's a go
at
> it.
>
> Zachariah Lakel
>
>
Beter than me, I`m not even going to try and think up some numbers for
them
(being a vac head anyway).

The above comments are just my ideas, and are subject to change when
someone
more knowledgeable come up with something.

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