Weapon Range Modifiers

DFW

Mongoose
Hi, just reviewing the table for an up coming encounter that will possibly devolve into combat.

The range penalties for being close make no sense. A beam laser would be MORE accurate the closer the target. Fusion guns aren't effective beyond short range IMTU so have to rework that anyway.

Anyone know why the strange range mods?
 
If you mean the starship weapon ranges, no, I have no idea what the
reasoning behind the values in the core rules could be - to me they
seem to be designed only to provide each of the weapons with a diffe-
rent "range profile" for diversity, but without a technical reason.
 
rust said:
...to me they
seem to be designed only to provide each of the weapons with a diffe-
rent "range profile" for diversity, but without a technical reason.

That's probably it, to introduce the classic rock-paper-scissors meme. Or attempt to at any rate.
 
Thanks guys. Looks to be the case. Oh well, redoing the table right now.


  • Weapon Range Modifiers

    Weapon Adj Cl S M L VL Distant

    Pulse Laser 0 0 0 -1 -2 -3 Out of range
    Beam Laser 0 0 0 0 -1 -1 -2
    Particle Beam 0 0 0 0 0 -1 -1
    Fusion Gun +2 +1 0 Out of range--------------
    Meson Gun -2 -2 -1 0 0 -1 -2 -3
    Missiles (ftime) ~ ~ ~ 1 2 3 5
    Sandcaster* +2 -2 Out of range ------------

    * Only effective vs. Vehicles & personnel
 
The weapons work the way they do because they're designed for a certain range - too far, and it's harder aim at; too near and it's harder to adjust for movement. Remember, these ships aren't going to be stationary...

The same applies to small arms; a rifle is easier to aim at range than it is to us in enclosed environments. That's why we have SMGs and carbines.
 
hector said:
" too far, and it's harder aim at; too near and it's harder to adjust for movement. "

That doesn't make sense for a range of 1200km.

The maneuver/dodge is already accounted for in other parts of the rules so, while you are correct in one sense, it doesn't hold water because of the other rules.
 
...though I can see some rationales for varying range limits on some weapons. For example...

Meson weapons may have an ineffective short range because of timing the decay that short, and be useless at less than some minimum range. Or simply because of the relative motion of a close target not permitting a quick enough solution for decay on the target.

Missiles may be ineffective at shorter ranges if they are kinetic kill and need distance to build up a minimum effective kill vector. Or if nuclear you may not want them going off within a certain short range as you end up doing yourself as much damage as the target.

Lasers and Beam weapons may be ineffective at longer ranges due to beam divergence, intervening material diffusing the beam, or simply the shorter dwell time on target due to relative motion at longer range.

A quick glance at DFW's table has me nodding my head, looks pretty good on a gut check level.
 
The other explanation is that your weapon is zeroed for a certain range. If gravity is an issue, then the closer something is, the lower you aim (bullets rise then fall; similar to arrows but with less of an arc); if not, then positioning of the weapon (to the right of left of centre of the turret) is an issue. The closer or farther a target is than the intended range, the more you have to correct your aim by.
 
far-trader said:
A quick glance at DFW's table has me nodding my head, looks pretty good on a gut check level.

Those were the exact factors I considered when I drew it up. Scary.
 
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