Topic: B5 Wars Conversion for Nova

I'm re-converting B5wars to Starmada and I'm taking the oppotunity to take a fresh look as some design decisions were made that need or I'd like to change with Nova edition.

I have a question for anyone who knows B5 Wars.  I never really played it, I'm simply using it for source material.

A Nova Destroyer has a weapon that can choose between a med. pulse cannon or a med. laser.  Therefore these should be pretty similar in cost.  There needs to be a reason to choose the other in certain situations.  However I'm struggling to see that with exception of range why you would ever choose the laser.  Here are some stats:

Pulse  ROF 1/2 turns |  DMG: 1d5 x 10 | Range -1 per hex
Laser  ROF 1/3 turns |  DMG: 3d10+12 | Range -1 per 2 hexes

Speed:  The laser is slower.
Damage: About the same damage on average, but combined with the speed you'd choose the pulse here.  The pulse also increases damage the better you hit.
Range:  Laser wins, as the range penalty is half.
Other: The pulse is also better against fighters.

In Starmada I can't do double the range as I soon run out of ranges and some become massive.  Maybe this is my mistake?  My conversions are:

Pulse  Range 6
Laser  Range 9

So can anyone shed any light on what's so good about lasers in B5W as I see this when comparing other weapon types.

Re: B5 Wars Conversion for Nova

The laser version  of the shot can't be interfered with by interceptor systems or similar defenses.

Re: B5 Wars Conversion for Nova

RiflemanIII wrote:

The laser version  of the shot can't be interfered with by interceptor systems or similar defenses.

I knew that but probably didn't consider just how good that was.  I guess if you combine the higher range mod, with negatives from interceptors the pulse weapons will not hit as often?

Any idea how to represent this in Starmada?  I've so far got Piercing on my lasers as I'm using shields as interceptors.

Re: B5 Wars Conversion for Nova

This is how I did it for Admiralty.
Dual mode
Medium Laser, 3/6/9, 1/4+/1/2, Piercing +1               
Medium Pulse Cannon, 3/6/-, 2/4+/1/1, Carronade; Increased Hits               

ROF 2 covers the ROF difference, the Increased Hits is for the pulse effect and Carronade accounts for the range difference.

Re: B5 Wars Conversion for Nova

diddimus wrote:

I knew that but probably didn't consider just how good that was.  I guess if you combine the higher range mod, with negatives from interceptors the pulse weapons will not hit as often?

Indeed- interceptors can impose a rather hefty hit penalty on pulse and other such weapons. there were also other advantages in the B5W system, such as how the far lower range penalty meant that you didn't need to dedicate as much EW for hitting a target and could dedicate the remainder to defense, and so on.

Re: B5 Wars Conversion for Nova

When I converted B5 (unfortunately, it ended prematurely due to SNE, but no problem, I'll do it again), I made pulse variable ROF as in B5, IIRC, the number of pulse is not fixed.

Marc

Re: B5 Wars Conversion for Nova

I should note that while I have played B5-Wars, it's been a while. When I converted B5 for Starmada-AE, it was based as much off B5-Fleet Action as anything. And in B5FA, the pulse weapons worked exactly like Increased hits in Starmada-AE.

Re: B5 Wars Conversion for Nova

bekosh wrote:

ROF 2 covers the ROF difference, the Increased Hits is for the pulse effect and Carronade accounts for the range difference.

In case you missed it, in Nova you can now set different ranges for different weapon modes.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: B5 Wars Conversion for Nova

as to why anyone would choose lasers over the pulse gun?
dont forget the laser fires in raking mode, so it can (and probably will) destroy several systems in a single shot.  the pulse gun cant.

Re: B5 Wars Conversion for Nova

I thought (I don't remember much how B5wars worked, but I have the rules and I'll have a look at them some day) pulse were able to hit many systems (one per pulse potentially).
Whatever, I see pulse as having a faster ROF, shorter range and less hitting power (less armor piercing...), than a laser.

Marc

Re: B5 Wars Conversion for Nova

That's right.  The B5Wars pulse weapons could hit multiple systems, if they could get through the armor.  The laser could hit one system, but the extra damage gave it a better chance of getting past the armor and could not be intercepted except for a shield/absorber (Vorlon/Shadow).

As someone also indicated, the pulse weapon was deadly for fighters, but could not track fighters as well as interceptors.

[I playtested B5W v1, v2 and several supplements and still have all the rules.]

Re: B5 Wars Conversion for Nova

Thanks for all the replies.  I think I've managed to make lasers and pulse weapons to be distinct enough and not too far away in points from each other, the laser being more expensive as I'd like it to be.

Med Laser - RNG 9 - BAS 3 - Piercing, Repeating (to represent the Raking/Sustain nature)
Med Pulse - RNG 6 - BAS 7

I think this gives a choice of the laser for long range and shielded targets, and the pulse for shorter range and fighters.