MRCAcct wrote:TeknoMerk wrote:... Therefore I created the Penetrating weapon trait (Pn1, Pn2) that has the same effects of Piercing, but does the extra damage to Screens/Armor.
As for Penetrating, I was thinking something more along the lines of an effect that bypasses Screens. ie: in B5 Wars "Matter" weapons (Railguns) ignore armor completely, while "Plasma" weapons reduce the effectiveness of armor. Ideas for traits I could see (B5 setting specific) would be AD (armor defeating) which allows a weapon to ignore Screens (ala Modulating, and potentially devastating on weapons with IMP >1) and AP (armor penetrating) which would, say, do one DMG point to Screens and the rest bypasses (obviously only effective on weapons with a DMG >1).
How would you handle Pulse weapons? I've toyed with several ways (from cheapest to most expensive): Rpt Trait, the new Multi-Weapon mount (which in effect replicates the old Increased Hits Trait to a certain extent), IMP 3, and ROF 3.
We are thinking along the same lines, but I guess my description was too narrow and incomplete. I was thinking that the Penetrating weapon ability would be assigned to the B5 plasma weapons, having a higher chance to cause damage. I have not fleshed out the Ignore Screens/Armor ability, but I was thinking it would cost the same as Modulating.
For Pulse weapons, I just had a plain 'ole (particle) weapon with a higher rate of fire. Another take is the Repeating ability. For example,
Light Pulse Cannon: 3", ROF3, I1, D1, Pinpoint (anti-fighter!)
Pulse Cannon: 6", ROF3, I1, D1
Heavy Pulse Cannon: 12", ROF3, I1, D2
Mega Pulse Cannon: 18", ROF3, I1, D2
Light Pulse Cannon: 3", ROF1, I1, D1, Pinpoint, Repeating (anti-fighter!)
Pulse Cannon: 6", ROF1, I1, D1, Repeating
Heavy Pulse Cannon: 12", ROF1, I1, D2, Repeating
Mega Pulse Cannon: 18", ROF2, I1, D2, Repeating
These are not tested too much, but it's at least a starting point.