Topic: Weapon mod idea

Heya all,

Brainstorming a mad idea here and I am looking for some kind of input.

I have recently read the Dune novels again and was thinking about the Lasgun/Shield interaction. For those poor few that haven't read them (If you like Sci-fi you really should tongue )

The most powerful weapon within the setting is normally considered the Lasgun (laser weapon). The best defence is a shield which stops objects based on penetrating the shield based on speed, slow gets through.

The interesting bit however is the interaction of the two weapons, which is a thermonuclear explosion; however the centre of the explosion is rather random it could be the firer, the target or both!

This struck me as an interesting idea for an enhancement for a weapon. My thoughts where something along the line of, if a weapon with this enhancement hits a shield roll a D6:

1-2 Target takes x shield, and x hull hits
3-4 Firer takes x shield, and x hull hits
5-6 both Firer and Target takes x shield, and x hull hits

For example a light corvette targets a shielded frigate with 3 shields and fires a Lasgun which hits, the player rolls a d6 and gets a 5. Both ships then take 3 shield hits and 3 hull hits.

Thoughts?? (su costs would help I have no idea)

Re: Weapon mod idea

Faustus21 wrote:

I have recently read the Dune novels again and was thinking about the Lasgun/Shield interaction. For those poor few that haven't read them (If you like Sci-fi you really should tongue )

The most powerful weapon within the setting is normally considered the Lasgun (laser weapon). The best defence is a shield which stops objects based on penetrating the shield based on speed, slow gets through.

AFAIK, this is (vaguely) the inspiration for the existing "Shield Resonant" effect...

This struck me as an interesting idea for an enhancement for a weapon. My thoughts where something along the line of, if a weapon with this enhancement hits a shield roll a D6:

1-2 Target takes x shield, and x hull hits
3-4 Firer takes x shield, and x hull hits
5-6 both Firer and Target takes x shield, and x hull hits

Hmm... are you suggesting that "X" is variable? Or is the randomness contained in the "who gets hit" roll?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Weapon mod idea

I'd change the PEN roll to

1: Firer takes target shield value hits on DMG track (minimum 1)
2-3: Target takes target shield value hits on DMG track (minimum 1)
4-6: Both take target shield value hits on DMG track (minimum 1 each)

then you're almost as likely to hurt yourself as the other guy.

so this particular "volatile" weapon is truly evil.

Dune-style LasGun 3+, 5/10/15, 3+ 1/3/1, Volatile, Inverted Range Modifires

and yikes!

Re: Weapon mod idea

jimbeau wrote:

I'd change the PEN roll to

1: Firer takes target shield value hits on DMG track (minimum 1)
2-3: Target takes target shield value hits on DMG track (minimum 1)
4-6: Both take target shield value hits on DMG track (minimum 1 each)

then you're almost as likely to hurt yourself as the other guy.

so this particular "volatile" weapon is truly evil.

I like this... except... smile

There are really two different effects here; one is the Shield-Resonant effect, the other is what we're calling "Volatile". So, I would propose this:

A volatile weapon is dangerous -- not only for the intended target, but for the firing ship as well!

When such a weapon is used, roll one die per point of ROF on the following chart:

1: The firing ship takes one hit against its shields.
2-3: The firing ship takes one hit against its shields, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Weapon mod idea

cricket wrote:

I like this... except... smile

There are really two different effects here; one is the Shield-Resonant effect, the other is what we're calling "Volatile". So, I would propose this:

A volatile weapon is dangerous -- not only for the intended target, but for the firing ship as well!

When such a weapon is used, roll one die per point of ROF on the following chart:

1: The firing ship takes one hit against its shields.
2-3: The firing ship takes one hit against its shields, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.



I like the idea, what would happen if the firing ship has already lost all its shields? also any idea on the cost?

Re: Weapon mod idea

cricket wrote:

I like this... except... smile

There are really two different effects here; one is the Shield-Resonant effect, the other is what we're calling "Volatile". So, I would propose this:

A volatile weapon is dangerous -- not only for the intended target, but for the firing ship as well!

When such a weapon is used, roll one die per point of ROF on the following chart:

1: The firing ship takes one hit against its shields.
2-3: The firing ship takes one hit against its shields, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.

Why not make it roll one die per point of PEN, and let it stack with shield resonant if you want to go that far?

Re: Weapon mod idea

A volatile weapon is dangerous -- not only for the intended target, but for the firing ship as well!

When such a weapon is used, roll one die per point of ROF on the following chart:

1: Roll one to-hit die against the firing ship
2-3: Roll one to-hit die against the firing ship, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.

More of a wording change than anything else

Re: Weapon mod idea

jimbeau wrote:

1: Roll one to-hit die against the firing ship
2-3: Roll one to-hit die against the firing ship, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.

More of a wording change than anything else

Except that how do you define the to-hit die against the firing ship? Does it retain the same chance as against other targets? Is the firing ship at short range?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Weapon mod idea

cricket wrote:
jimbeau wrote:

1: Roll one to-hit die against the firing ship
2-3: Roll one to-hit die against the firing ship, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.

More of a wording change than anything else

Except that how do you define the to-hit die against the firing ship? Does it retain the same chance as against other targets? Is the firing ship at short range?

My feeling would be that, the damage to the firing ship should be that, a point of damage rolled as normal to represent the feedback/volitale nature of the weapon.

Re: Weapon mod idea

cricket wrote:
jimbeau wrote:

1: Roll one to-hit die against the firing ship
2-3: Roll one to-hit die against the firing ship, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.

More of a wording change than anything else

Except that how do you define the to-hit die against the firing ship? Does it retain the same chance as against other targets?

I still think PEN rather than ROF addresses most of this. You already hit (ROF/to-hit) now what happens (PEN)?

cricket wrote:

Is the firing ship at short range?


When such a weapon used, roll one die per successful ROF hit on the following chart. At short range add -1 to the die roll.

1: Roll that hit's PEN die against the firing ship
2-3: Roll that hit's PEN die against the firing ship, AND against the target
4-6: Roll that hit's PEN die against the target

Re: Weapon mod idea

Taltos wrote:
cricket wrote:
jimbeau wrote:

1: Roll one to-hit die against the firing ship
2-3: Roll one to-hit die against the firing ship, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.

More of a wording change than anything else

Except that how do you define the to-hit die against the firing ship? Does it retain the same chance as against other targets?

I still think PEN rather than ROF addresses most of this. You already hit (ROF/to-hit) now what happens (PEN)?

cricket wrote:

Is the firing ship at short range?


When such a weapon used, roll one die per successful ROF hit on the following chart. At short range add -1 to the die roll.

1: Roll that hit's PEN die against the firing ship
2-3: Roll that hit's PEN die against the firing ship, AND against the target
4-6: Roll that hit's PEN die against the target

That actually makes a lot of sense.

Re: Weapon mod idea

This seems to introduce an awful lot of rolling for what is essentially a simple idea: Make a weapon cheaper, but introduce a chance it will harm the firer.  Variant on this is that the harm done to the firer is in proportion to the harm done to the enemy (the shield reaction idea).

So...

Weapon Mod: Volatile.   CR:  -.05 OCR    SU: -.15 SU
   When this weapon rolls a 1 or a 6 to hit, its volatility comes into play.  On a 1, immediately apply a number of damage dice equal to 1/2 weapon's DMG rating, rounding down to a minimum of 1, to the firing ship.  When the weapon rolls a 6, apply the same damage to the firing ship as if it had rolled a 1, but also apply 1 extra point of damage per "6" to the enemy vessel.

Thus, a volatile weapon can be normal, screw up badly and backfire, or have a "power surge / shield interaction / chain reaction" and damage the enemy ship more, as well as inflicting damage on your own systems.

Re: Weapon mod idea

I think Brother Adso has hit it on the head -- some kind of weapon Special called "Power Surge" or "Power Feedback" that would drop the cost of the weapon but include an element of danger for the firing ship.

Re: Weapon mod idea

javelin98 wrote:

I think Brother Adso has hit it on the head -- some kind of weapon Special called "Power Surge" or "Power Feedback" that would drop the cost of the weapon but include an element of danger for the firing ship.

Call it experimental.  The weapon is still in the development stage and all the bugs aren't quite worked out yet.  :wink:

"Lieutenant! We found the source of the malfunction."
"Well Chief...what was it?"
"It appears to have been a pill bug in the energy modulation circuit sir."
lol

Re: Weapon mod idea

cricket wrote:

Except that how do you define the to-hit die against the firing ship? Does it retain the same chance as against other targets? Is the firing ship at short range?

details details...

I think it should roll PEN, one for each "hit"

so there tongue

Re: Weapon mod idea

With a 'backfiring' type weapon, why roll?

1) A to-hit roll isn't needed -- it's going off on you, by definition.
2) A PEN roll would be silly -- its one of those "the shields were pointed the other direction" or "we put the armor on the OUTSIDE for a reason" situations.

It's easier to do something like my suggestion, and just apply damage points -- captures the feel of a misfiring torpedo sending blazing hot walls of plasma down every corridor in C deck better, too.

-Adso

Re: Weapon mod idea

BrotherAdso wrote:

With a 'backfiring' type weapon, why roll?

1) A to-hit roll isn't needed -- it's going off on you, by definition.
2) A PEN roll would be silly -- its one of those "the shields were pointed the other direction" or "we put the armor on the OUTSIDE for a reason" situations.

It's easier to do something like my suggestion, and just apply damage points -- captures the feel of a misfiring torpedo sending blazing hot walls of plasma down every corridor in C deck better, too.

-Adso

That's true, but...

So is it a backfire? or is it interacting violently with the opponents shields (the original idea)? I see those as two separate things...

Re: Weapon mod idea

I kinda of see them as two different ideas.

One the intreaction effect, (I think it was suggested that this is covered by shield resonant.) which was my origanal idea.

Then we have the backfire/feedback idea, which I like it would be intresting for the super-beam anime cannons or experimental weapon systems.

With the orginal idea.

how about simply jimbeau' idea.

1: Firer takes target shield value hits on DMG track (minimum 1)
2-3: Target takes target shield value hits on DMG track (minimum 1)
4-6: Both take target shield value hits on DMG track (minimum 1 each)

Re: Weapon mod idea

Faustus21 wrote:

I kinda of see them as two different ideas.

One the intreaction effect, (I think it was suggested that this is covered by shield resonant.) which was my origanal idea.

Then we have the backfire/feedback idea, which I like it would be intresting for the super-beam anime cannons or experimental weapon systems.

With the orginal idea.

how about simply jimbeau' idea.

1: Firer takes target shield value hits on DMG track (minimum 1)
2-3: Target takes target shield value hits on DMG track (minimum 1)
4-6: Both take target shield value hits on DMG track (minimum 1 each)

It would work (even if I have already passed my quota of accepted Jim ideas for this month  tongue ) but I think it misses the interaction component of weapon and shield... but, then again, I guess my proposal did too...