[GZG] Tinkering with weapons
From: "Tony" <a.leibrick@b...>
Date: Sun, 13 May 2007 15:19:59 +0100
Subject: [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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