Captain Jonah
Mongoose
Re stuff posted above.
PPDs are not focused or precise weapons, the PPD fires pulses of plasma and should act like plasma. Devastating rather than precise. It doesn't penetrate armour. The pulses in FC do not grant a higher chance of stripping weapons since all pulses hit within a single movement phase.
I don't see why it would go through shields on a natural 6, its hardly a narrow focus weapon that concentrates its entire force on a small area allowing shield breach and it is described as splashing plasma across the whole facing shield. Hardly a weapon to go through shields on a natural 6.
PPDs have variable damage to reflect how many pulses hit, unlike Disruptors or Photons a PPD has a wide ranger of damage.
In terms of the OP where the “To Hit Roll” determined the Multihit damage. My thought was instead of having an upside down damage you simply took one off the dice rolled as the damage.
Re Multihit multi AD.
Now you can treat them like Plasmas and have one per stat line and give that one multiple AD to reflect the individual pulses. Drop the accurate to +1 or remove it since the weapon has multiple AD to reflect the chance to hit with each pulse. They would be F arc only.
PPDs do some hefty damage when you add the splash effect as well, a lot more than a Photon does. Hitting with all 4 pulses at 10 hexes in FC will do 20 damage compared to a Photons 8. An overloaded PPD that hits with all 6 pulses will do a total of 36 damage, 24 on the facing shield and 6 more on the side shields.
So making it:
PPD range 24" 4AD, Multihit 2, Kill zone 10, Minimum range 4”, Devastating, Reload. Possibly Accurate +1 to reflect that each pulse has a 50% chance to hit at even long range and good chance to hit at shorter ranges
Can be overloaded, this adds 2AD to each PPD, may fire overloaded at a target between 4” and 8”. Weapon cannot fire at any target within 4” of the firing ship
PPDs are not focused or precise weapons, the PPD fires pulses of plasma and should act like plasma. Devastating rather than precise. It doesn't penetrate armour. The pulses in FC do not grant a higher chance of stripping weapons since all pulses hit within a single movement phase.
I don't see why it would go through shields on a natural 6, its hardly a narrow focus weapon that concentrates its entire force on a small area allowing shield breach and it is described as splashing plasma across the whole facing shield. Hardly a weapon to go through shields on a natural 6.
PPDs have variable damage to reflect how many pulses hit, unlike Disruptors or Photons a PPD has a wide ranger of damage.
In terms of the OP where the “To Hit Roll” determined the Multihit damage. My thought was instead of having an upside down damage you simply took one off the dice rolled as the damage.
Re Multihit multi AD.
Now you can treat them like Plasmas and have one per stat line and give that one multiple AD to reflect the individual pulses. Drop the accurate to +1 or remove it since the weapon has multiple AD to reflect the chance to hit with each pulse. They would be F arc only.
PPDs do some hefty damage when you add the splash effect as well, a lot more than a Photon does. Hitting with all 4 pulses at 10 hexes in FC will do 20 damage compared to a Photons 8. An overloaded PPD that hits with all 6 pulses will do a total of 36 damage, 24 on the facing shield and 6 more on the side shields.
So making it:
PPD range 24" 4AD, Multihit 2, Kill zone 10, Minimum range 4”, Devastating, Reload. Possibly Accurate +1 to reflect that each pulse has a 50% chance to hit at even long range and good chance to hit at shorter ranges
Can be overloaded, this adds 2AD to each PPD, may fire overloaded at a target between 4” and 8”. Weapon cannot fire at any target within 4” of the firing ship