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Lostboy Commander
Joined: 22 Aug 2008 Posts: 384
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Posted: Mon May 07, 2012 12:47 am Post subject: Continuous beam weapons |
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Are there rules for Continuous beam weapons or dose anyone have any ideas about how to deal with them mechanically in game?
Any thoughts are appreciated. |
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Leon The Lion Commander
Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Mon May 07, 2012 1:48 am Post subject: |
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I simulate such weapons by giving them at least 1D in Autofire, depending on how long the weapon can sustain the beam.
Autofire dice were originally proposed by ZzaphodD, I think, to simulate volume of fire. Basically, everytime you shoot, depending on weather you concentrate fire for effect, or spray an area to increase the chance of at least one shot hitting, you get to add the Autofire dice either to damage or the attack roll. Works fairly well, and I think it can be reasonably applied also to continous beams instead of many single blasts.
Maybe also grant the weapon 1D in Fire Control on top of that, to show how easy it is to correct your aiming point when you have a visual cue for the whole path of the shot, like with tracer ammo. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Mon May 07, 2012 2:45 am Post subject: |
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Leon The Lion wrote: |
Maybe also grant the weapon 1D in Fire Control on top of that, to show how easy it is to correct your aiming point when you have a visual cue for the whole path of the shot, like with tracer ammo. | Also to reflect how much faster the bolts continuous beam weapons shoot seem to be.
Although, I'd subtract at least 1D from the initial damage to compensate for the bonuses we've discussed, and because they seem to do a little less damage most of the time. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Mon May 07, 2012 12:56 pm Post subject: |
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But they're great for digging a farming plot! Or, if you get them big enough, a trench for stationary combat.
Which should not be used against Imperial Forces, as shown in Empire. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Mon May 07, 2012 2:13 pm Post subject: |
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Of course I would listen to anything Ray says about continuous beam weapons. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon May 07, 2012 4:17 pm Post subject: |
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From most sci fi shows i have seen, OTHER than the continuous beams of the Ori ships in S9 and 10 of star gate, continuous beam shots DO seem to have less individual omphf than comparative single shot/multi shot beams do.
So i can agree to a +1d fire control/to hit bonus, with a -1d damage. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue May 08, 2012 10:38 am Post subject: |
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There is also the heavy continuous beam weaponry from Babylon 5, which could chop a capital ship in half with one sweep.
In addition to using auto-fire rules, I also have a sustained damage rule for things like cutting torches, lightsabers, and other beam weapons. Basically, for every round a beam weapon is used to attack the same target, add +1 to the damage roll. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue May 08, 2012 10:59 am Post subject: |
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I had continuous beam weapons in a cross over scenario that I ran. IIR there were only two real differences in how I ran them.
- Continuous beam weapons did an additional +1D damage per round on target.
- Due to the continuity of the attack, a Jedi could parry a single beam weapon (or maybe two) with his lightsaber, but could not parry multiple beam weapons.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue May 08, 2012 3:06 pm Post subject: |
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Was there a slower ROF for beam weapons? What of the user doing other actions? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue May 08, 2012 3:11 pm Post subject: |
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garhkal wrote: | Was there a slower ROF for beam weapons? What of the user doing other actions? |
Depends on how they are used. If you look at the beam weapons introduced in AOTC, it seems they could either be used against a single point, or in a sweep across several targets. Rules-wise, that sounds more like an Auto-Fire bonus (dice bonus applied to either Damage or Fire Control, chosen by the gunner and declared before the shot). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue May 08, 2012 3:13 pm Post subject: |
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garhkal wrote: | Was there a slower ROF for beam weapons? What of the user doing other actions? | No the ROF wasn't slower. With a beam weapon there was just the option of holding the beam on target to do extra damage. Here is what I wrote up for hand weapons.
Quote: | Beam weapon damage (4D) +1D per turn on continuous beam (up to 2xnormal). Max fire rate of 3/turn. |
It was for a Star Wars / Star Trek Crossover so the Star Wars characters didn't have beam weapons and the Star Trek characters hadn't been played with the MAPs system of Star Wars so details probably didn't come up as an issue.
You could use something like spending an additional action holding the beam on target could yield extra damage - maybe +1/action or +1D per round total.
I can probably post the conversion info and notes in a separate thread if anyone cares. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue May 08, 2012 3:21 pm Post subject: |
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Bren wrote: | I had continuous beam weapons in a cross over scenario that I ran. IIR there were only two real differences in how I ran them.
- Continuous beam weapons did an additional +1D damage per round on target.
- Due to the continuity of the attack, a Jedi could parry a single beam weapon (or maybe two) with his lightsaber, but could not parry multiple beam weapons.
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Given how long a round is I wouldnt base the damage bonus on number of rounds on target.
Id give the weapon a +1D to hit and -1D in damage but with a steeper damage bonus when rolling over the required target number to hit. Normally I increase the damage by +1 for each 5 over the target number. Perhaps +1 in damage for each +3 over the target number. This reflect that the gunner is able to keep the continous beam on target for a longer time.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Tue May 08, 2012 7:09 pm Post subject: |
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A couple of ideas. First off pulsed weapons tend to be more powerful than continuous beams. The main reason for pulsed weaponry is that many electronic components can take a higher charge for short periods of time. So I7d probably start with a lower damage for a continuous beam.
EABA, which has game mechanics similar to D6, has a rule for continuous beam weapons. Essentially you hit the target one time per point you exceed the difficulty by, up to a cap of something like 10 hits per second (EABA uses 1 second turns). So you might want to co opt the combined fire rules here. Take a couple of dice off the damage, but add +1 damage per point over the difficulty-up to a cap. You might want to add the extra pops after seeing if the shot gets pasts shields. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue May 08, 2012 7:11 pm Post subject: |
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I think I like that. _________________ Blasted rules. Why can't they just be perfect? |
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Lostboy Commander
Joined: 22 Aug 2008 Posts: 384
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Posted: Wed May 09, 2012 5:44 am Post subject: |
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All good ideas thanks guys. |
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