Jame Rowe said:
AnotherDilbert said:
Solomani666 said:
Railgun Barbettes?
Are they missing from 2.0?
Yes, but we can imagine what they would be like by comparing Railgun and Plasma-pulse bays. Railguns are much worse.
Perhaps:
Barbette: Railgun: TL10, 2D, Auto 3, Short range, MCr 10.
Turret: Railgun: TL10, 1D, Auto 3, Short range, MCr 5.
Who would want them?
I fixed it for you. TL 10, instead of 12.
While I can see an argument for TL10, the prices are absurd. They're more expensive than any other turret or barbette weapon—I also think the turret railgun would only have auto 2, not 3.
Suggested changes to your changes:
Barbette Railgun: TL10, short range, 3 power, 2D, Auto 3, MCr3.
Turret Railgun: TL10, short range, 1 power, 1D, Auto 2, MCr0.5.
My biggest question with regards to railguns is ammo. Bays have tons/attack, since they are a multitude of railguns (not just one) so reverse engineering won't get us anywhere. I guess we just have to improvise.
Turret: 10 attacks/ton
Barbette: 4 attacks/ton
That's assuming an attack is full auto. A semi-auto attack counts as half, while a single-shot doesn't matter (for example, a warning shot isn't gong to count against your combat capabilities).
Of course, that math is simplified, and doesn't match up with the autofire rules, so we could assume a semi-auto as the default attack, and thus do it this way:
Turret: 30 attacks/ton
Barbette: 12 attacks/ton
Which this, a semi-auto attack consumes 1 'attack' while a full auto consumes 3 'attacks'. This is more accurate with how the autofire rules work, and has the advantage of not dealing with half an 'attack' if you wanted to do semi-auto instead of full.
Thoughts?