Taking a look at the high guard rules, pulse lasers and beam lasers have been modified so that pulse lasers have a -2 to hit, but do 2d6 damage and beam lasers do 1d6 damage.
Using the TL upgrades, pulse lasers can be reduced to a -1 and can have long range or variable range to improve their effectiveness. This makes them fairly good multi-purpose weaponry, and my players have used them to good effect in a couple of engagements.
However, what's the point of beam lasers? ok, they'd be slightly more likely to hit, but 1d6 damage would be useless against anything with decent armour? My players always stay clear of the 1d6 weaponry, knowing it's more or less useless in a fight.
Any thoughts on how to make beam lasers useful again? I could always house rule them to have 2d6 damage again, but then what would be the point of pulse lasers? Ideally it be nice to for the weapons have different abilities making players want a mix of both types of laser.
Renski
Using the TL upgrades, pulse lasers can be reduced to a -1 and can have long range or variable range to improve their effectiveness. This makes them fairly good multi-purpose weaponry, and my players have used them to good effect in a couple of engagements.
However, what's the point of beam lasers? ok, they'd be slightly more likely to hit, but 1d6 damage would be useless against anything with decent armour? My players always stay clear of the 1d6 weaponry, knowing it's more or less useless in a fight.
Any thoughts on how to make beam lasers useful again? I could always house rule them to have 2d6 damage again, but then what would be the point of pulse lasers? Ideally it be nice to for the weapons have different abilities making players want a mix of both types of laser.
Renski