godsgopher
Mongoose
The more I look at them the less I understand EM Pulse Guns. The idea here is fairly obvious, its an anti-shield gun. However as several of you have noted in other places on this forum, EMP Guns as their rules currently stand are understrength medium blasters. I do not feel these weapons as they are operating under there current rules are preforming the function we all seem to expect from them. Also I have seen some er... well lets call them concerns about the strength of Decados firepower in this forum. Concerns that while its still a bit early in the games Play-testing by the general community to call critical at the very least need examination.
Not wanting to bring up a problem without offering a solution I have a proposal that I think would bring greater definition to these weapon system, while curving the effectiveness of blasters without removing there multi-hit rule. What I propose to do is change the way Multi-hit and Burn-out interact vs. shields. At present a multi-hit weapon when striking a shield counts as "multiple hits verse a Shield" as each of these "hits" has the benefit of the burn-out rule, thus a Multi-hit 3 weapon will take down 3 shields.
Instead what if we try this? Rather than counting the burn-out rule for every hit in a multi-hit weapon inflicts what if we count the burn-out rule as only counting for the Attack dice? The result would be a Medium Blaster which its multi-hit 2 would only burn-out 1 shield instead of two, however when it hit the hull it would still cause 2 hits, each of which would have to be confirmed as normal. By making this switch, EMP Guns would now become the only weapon that can burn-out more than one shield per Attack Dice.
Lets compare
Light Lasers = Not Effected by change (Hawkwood, Li halan, some Decados, some Hazat)
Medium Lasers = Not effected by change (Hawkwood, Li halan, some Decados)
Heavy Lasers = Changes, now would only do 1 point vs. shield (Hawkwood, Li halan, some Decados)
Light blaster = Changed, 1 point max (Hazat, Decados Galliot)
Medium Blaster = changes, 1 point max (Decados, Hazat)
Heavy Blaster = Changed from 3 points to 1 point, better to use another weapon here. (Decados, Hazat)
EMP Gun = 2 shield damage, unchanged, but now only gun that does multiple damage to shields. (Decados, Li-Halan Cruiser)
I would like some serious input on this idea. Honestly I think its too early to be over reacting and demanding a major game change like this. However if the weapons need changing I think this offers a way to keep the idea of blasters and EMP Guns while at the same time reducing the firepower without having to pull dice off various ships broadsides. Currently I feel there is enough dice in the broadsides of the races with blasters to handle the reduced shield penetration yet still leaving all vessels with enough power to go one on one if they have to. Under this system the most effected weapon system would be the heavy blasters, however if we want them to keep there high shield penetration, just give them the Double Burn rule EMP Guns have. In addition to all this, Shields would now become more effective, and it would be more likely that ships would survive longer to make boarding attacks, rather than being sunk before reaching their target.
Not wanting to bring up a problem without offering a solution I have a proposal that I think would bring greater definition to these weapon system, while curving the effectiveness of blasters without removing there multi-hit rule. What I propose to do is change the way Multi-hit and Burn-out interact vs. shields. At present a multi-hit weapon when striking a shield counts as "multiple hits verse a Shield" as each of these "hits" has the benefit of the burn-out rule, thus a Multi-hit 3 weapon will take down 3 shields.
Instead what if we try this? Rather than counting the burn-out rule for every hit in a multi-hit weapon inflicts what if we count the burn-out rule as only counting for the Attack dice? The result would be a Medium Blaster which its multi-hit 2 would only burn-out 1 shield instead of two, however when it hit the hull it would still cause 2 hits, each of which would have to be confirmed as normal. By making this switch, EMP Guns would now become the only weapon that can burn-out more than one shield per Attack Dice.
Lets compare
Light Lasers = Not Effected by change (Hawkwood, Li halan, some Decados, some Hazat)
Medium Lasers = Not effected by change (Hawkwood, Li halan, some Decados)
Heavy Lasers = Changes, now would only do 1 point vs. shield (Hawkwood, Li halan, some Decados)
Light blaster = Changed, 1 point max (Hazat, Decados Galliot)
Medium Blaster = changes, 1 point max (Decados, Hazat)
Heavy Blaster = Changed from 3 points to 1 point, better to use another weapon here. (Decados, Hazat)
EMP Gun = 2 shield damage, unchanged, but now only gun that does multiple damage to shields. (Decados, Li-Halan Cruiser)
I would like some serious input on this idea. Honestly I think its too early to be over reacting and demanding a major game change like this. However if the weapons need changing I think this offers a way to keep the idea of blasters and EMP Guns while at the same time reducing the firepower without having to pull dice off various ships broadsides. Currently I feel there is enough dice in the broadsides of the races with blasters to handle the reduced shield penetration yet still leaving all vessels with enough power to go one on one if they have to. Under this system the most effected weapon system would be the heavy blasters, however if we want them to keep there high shield penetration, just give them the Double Burn rule EMP Guns have. In addition to all this, Shields would now become more effective, and it would be more likely that ships would survive longer to make boarding attacks, rather than being sunk before reaching their target.