Egil Skallagrimsson
Mongoose
The range to hit adjustments for space combat have been irritating me for sometime, in particularly those for energy weapons.
Currently we have two varients, one from the errata to the CRB, and one from HG. They differ, but are both based on the idea that a "long" range weapon performs optimally at "long", with reductions at closer and further ranges.
But pulse lasers, beam lasers, particle beams, fusion guns and meson guns are all direct fire weapons that generate a stream of (different types) of energy. Surely such weapons should be most accurate at the shortest ranges, with performance then dropping off at range?
So, I propose the following;
For all energy weapons, maximum effecitive range is the range given in the core or HG, e.g. for a partical beam, long range. Shots beyond that are ineffective (NB range can be increased using a HG enhancement). To hit adjustments for turret and bay weapons firing at ships or small craft changed to the following, adjacent range +4, close range +2, short range +0, medium range -2, long range -4, very long -6. For spinal mounts, the -6 adjustment in HG applies at all ranges, but no further adjustments needed.
Note that the use of lasers or sandcasters for point defence against missiles or boarders remains unchanged, i.e. +0 at adjacent, because such targets are small, especially in the case of missiles that are fast moving and expose a very small profile.
For missiles and torpedoes, effective range by the speed and amount of fuel carried, as HG, to hit modifiers, -2 at adjacent, +0 at close, short, medium long and very long, -2 at distant.
The overall effect will be to make energy weapons much more deadly at close ranges, but less so at long range, where missiles will be more effective.
Any comments?
Egil
Currently we have two varients, one from the errata to the CRB, and one from HG. They differ, but are both based on the idea that a "long" range weapon performs optimally at "long", with reductions at closer and further ranges.
But pulse lasers, beam lasers, particle beams, fusion guns and meson guns are all direct fire weapons that generate a stream of (different types) of energy. Surely such weapons should be most accurate at the shortest ranges, with performance then dropping off at range?
So, I propose the following;
For all energy weapons, maximum effecitive range is the range given in the core or HG, e.g. for a partical beam, long range. Shots beyond that are ineffective (NB range can be increased using a HG enhancement). To hit adjustments for turret and bay weapons firing at ships or small craft changed to the following, adjacent range +4, close range +2, short range +0, medium range -2, long range -4, very long -6. For spinal mounts, the -6 adjustment in HG applies at all ranges, but no further adjustments needed.
Note that the use of lasers or sandcasters for point defence against missiles or boarders remains unchanged, i.e. +0 at adjacent, because such targets are small, especially in the case of missiles that are fast moving and expose a very small profile.
For missiles and torpedoes, effective range by the speed and amount of fuel carried, as HG, to hit modifiers, -2 at adjacent, +0 at close, short, medium long and very long, -2 at distant.
The overall effect will be to make energy weapons much more deadly at close ranges, but less so at long range, where missiles will be more effective.
Any comments?
Egil