Topic: Weapon Trait: Fire-time options?

The Star Trek thread just had me thinking about having weapon traits that you can choose to activate at time of firing.  Even if it ended up being 90% cost effective compared to just taking the upgraded weapon straight up it could be cool for flexibility and fleet flavor.

Overloadable XXX: Version for ROF, IMP, and DMG.  Add +2 to the chosen stat for this attack, but then the weapon cannot fire next turn.  Cannot be combined with Slow Firing.

I thought 2x instead of +2 would make costing it more difficult, and might be exploitable. 

Star Trek Photons are kinda like this.  40K plasma is like this in the newest edition.  Tactically, it is like Battletech: if I'm going down this turn, I Alpha Strike to take you with me.



Flechette Load: +1 to hit, Non-Piercing.

After you drop their shields, switch to the shotgun.

Re: Weapon Trait: Fire-time options?

Actually, x2 is easier to cost than +2... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Weapon Trait: Fire-time options?

dicing hares...(watches the animal police)...but flechettes are more likely to pierce since they are needles or mono-threads.  It's more likely that they will do little hull damage.  You might want to rename this more along the lines of Grapeshot. wink

Very Cool ideas though.

Re: Weapon Trait: Fire-time options?

go0gleplex wrote:

dicing hares...(watches the animal police)...but flechettes are more likely to pierce since they are needles or mono-threads.  It's more likely that they will do little hull damage.  You might want to rename this more along the lines of Grapeshot. wink

Very Cool ideas though.

Heh, I never really thought about what it would really mean.  I was vaguely remembering Shadowrun's rule, but now I'm not sure of that either.

Anywho, do you have any ideas on costing a weapon like this?  Maybe take the greater cost of the two modes and then multiply by 1.1 or 1.2?  Hardly any math at all, and total freedom of design.  Could even say 1.1 for two modes, and 1.3 for three:

Battlestations Laser Cannon:
6/12/18 1/4+/1/2
No Range Mods
or
3/6/9 1/4+/1/4
or
3/6/9 3/4+/1/1
Anti-Fighter

Which is 36 or 26 or 36, so a base cost of 47 at 1.3.

Re: Weapon Trait: Fire-time options?

Boneless wrote:

Anywho, do you have any ideas on costing a weapon like this?  Maybe take the greater cost of the two modes and then multiply by 1.1 or 1.2?  Hardly any math at all, and total freedom of design.  Could even say 1.1 for two modes, and 1.3 for three:

It strikes me that taking a page from ARES would be helpful in this case...

Basically, to determine the final ORAT of a battery, determine its ORAT in each specific "mode". Then, add the largest of these values to one-half the second largest, one-third the third-largest, and so on.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com