New Starship Weapons

Ravenshade's picture
Ravenshade
August 16, 2018 - 10:23pm
This forum is for those weapons that give a starship that added punch.
I don't know where you're going, but do you have room for one more troubled soul? -Patrick Stump, Alone Together
Comments:

Ravenshade's picture
Ravenshade
September 15, 2018 - 9:50pm
I can think of the Photon Bomb, the Heavy Rocket, the chaingun, the Maser Cannon, and the Pod Laser Battery.

Photon Bomb (can only be fired by a photon bomb launcher)
3d10, MHS 1, Range 1
LDT
same chance to hit as a laser cannon


Heavy Rocket (larger, heavier version of the Assault Rocket)
3d10, MHS 2, Range 4
FF, LTD
same chance to hit as a Torpedo +10


Chaingun (fires superheated plasma bursts)
1d10, MHS 1, Range 5
FF, RD
Same chance to hit as a Torpedo +15


Maser Cannon (very old technology, only seen on ships from around the First Sathar War)
1d10, MHS 3, Range 8
FF, RD
Same chance to hit as a laser battery


Pod Laser Turret
1d10, Min. Hull Size 1, Max. Hull Size 4, Range 4
RD
same chance to hit as a laser battery -5
I don't know where you're going, but do you have room for one more troubled soul? -Patrick Stump, Alone Together

jedion357's picture
jedion357
August 17, 2018 - 7:33am
You'll need maximum ranges
Range diffusion? maybe on the Maser but certainly on the pod laser.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Ravenshade's picture
Ravenshade
August 17, 2018 - 9:35pm
jedion357 wrote:
You'll need maximum ranges
Range diffusion? maybe on the Maser but certainly on the pod laser.



Okay.

EDIT: fixed issues with range diffusion, added max. ranges to all weapons
I don't know where you're going, but do you have room for one more troubled soul? -Patrick Stump, Alone Together

Shadow Shack's picture
Shadow Shack
September 7, 2018 - 8:41pm
Why would a pod laser battery inflict more damage and have a greater range than the standard FF pod laser (1d10 @ range:5 MHS:1)?  Compare to the Laser Cannon (2d10 @ range:10, MHS:5) and Laser Battery (1d10 @ range:9 MHS:3) you have this at MHS:1 2d10 @ range:7...

As specced you're giving a MHS:1 weapon a greater advantage over a HS:5 frigate's forward firing cannon, the only canon battery weapon that comes close is the MHS:5 rocket battery (at same damage albeit at less than a third of the range. In short MHS:1 for a 2d10 battery weapon is severely unbalancing the game, the civilian ship modification rules would allow warship grade weaponry by simply using three of these for every LB the ship could originally accomodate. I mean imagine the Gullwind from SF/KH1 with three of these 2d10 weapons replacing its single LB, you could easily take on a frigate with a small freighter...a HS:12 freighter could mount six of these and take on a heavy cruiser or battleship.

The original Pod Laser in Dragon Magazine cited the system as "taking the guns from a laser battery and mounting them to a fighter". Range was nearly halved to 5 (from the LB's 9) which is fine for something ailing from an MHS:3 system being utilized as a MHS:1 item. As such I have a "pod laser turret" in my game that does the same 1d10 damage but with a range of 4. It's all you need for the anti-fighter role these systems are designed for, fighter craft have speed and maneuverability to get in and out of range easily enough...it's the bigger/slower barges that need longer ranged weaponry to counter their lacking performance.
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Ravenshade's picture
Ravenshade
September 15, 2018 - 9:48pm
Shadow Shack wrote:
Why would a pod laser battery inflict more damage and have a greater range than the standard FF pod laser (1d10 @ range:5 MHS:1)?  Compare to the Laser Cannon (2d10 @ range:10, MHS:5) and Laser Battery (1d10 @ range:9 MHS:3) you have this at MHS:1 2d10 @ range:7...

As specced you're giving a MHS:1 weapon a greater advantage over a HS:5 frigate's forward firing cannon, the only canon battery weapon that comes close is the MHS:5 rocket battery (at same damage albeit at less than a third of the range. In short MHS:1 for a 2d10 battery weapon is severely unbalancing the game, the civilian ship modification rules would allow warship grade weaponry by simply using three of these for every LB the ship could originally accomodate. I mean imagine the Gullwind from SF/KH1 with three of these 2d10 weapons replacing its single LB, you could easily take on a frigate with a small freighter...a HS:12 freighter could mount six of these and take on a heavy cruiser or battleship.

The original Pod Laser in Dragon Magazine cited the system as "taking the guns from a laser battery and mounting them to a fighter". Range was nearly halved to 5 (from the LB's 9) which is fine for something ailing from an MHS:3 system being utilized as a MHS:1 item. As such I have a "pod laser turret" in my game that does the same 1d10 damage but with a range of 4. It's all you need for the anti-fighter role these systems are designed for, fighter craft have speed and maneuverability to get in and out of range easily enough...it's the bigger/slower barges that need longer ranged weaponry to counter their lacking performance.

Makes sense, I'll fix that.
I don't know where you're going, but do you have room for one more troubled soul? -Patrick Stump, Alone Together