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Author Topic: Varied Weapons  (Read 2802 times)

Offline Plaxor

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Varied Weapons
« on: January 09, 2011, 06:13:45 AM »
So I played against Bluedagger today, and he was talking about how gothic doesn't have that many weapons. On my drive back I was thinking about it and decided to add some thoughts of different characterful weapons systems (plus additions of old ones that have been shown)
Other peoples ideas never implemented:

Psychic cannon: 5+ causes one hit, and does a variety of things to different types of vessels
Distortion lance: a short ranged nova cannon
EM disruptor: A lance that causes a variety of effects
Weapons batteries that don't cause criticals


Some new ideas:

Weapons batteries:
that cause criticals on a 5+ (or 4+)
that cause two hits on the roll of a 6
that hit on a 5+ (unless better)

Lances:
That hit on 5+ (or 6+, or even 3+!)
That cause criticals on a 5+ (or even 4+)


Other ideas:
Gravitron Pulsar: 20cm, all ships within area turn to face the vessel firing (or, they move 5cm towards the vessel)


Anyways this is more out of boredom than anything else. Feel free to comment with your own weapon ideas.

Offline Xyon

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Re: Varied Weapons
« Reply #1 on: January 09, 2011, 03:22:55 PM »
I like the idea of adding more variety to the weapons available, my USR thread is basically about that.   Boil down the special rules into USRs,  ships that have them now keep them.   But add options for a few ships to gain access to some of the USR's as well.      The variety of things you bring up would make good selections as well.


Maybe universally lances could be changed in ship profiles to    Lance (N+) (C)   where N is the number you have to roll equal or above to hit with the lance.  C, if a number, is what you need to roll for a critical.   

Universally weapon batteries could be changed to....    Battery (A or N+) (C)   If A, you roll to hit against armor, if N+ you need that number to hit (like with bombardment),    C is the number to critical.

Then of course, if we add in the number required to roll a critical to the weapon profile, we could add critical modifiers to each ship.  Most ships would not have a modifier,  maybe eldar ships would have a +1 modifier making them easier to cause criticals against.

Then you have other tules you can tack on,  like the DE phantom lance rule could be boiled into a USR you could add to lances or batteries, or even torpedoes as well,   rolling a 6 causes 2 hits,  any other roll that hits causes 1 hit.

Hmm... thumbs up for your thread, you gave me a lot of things to think about for things to do :D

Offline horizon

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Re: Varied Weapons
« Reply #2 on: January 09, 2011, 07:34:18 PM »
Go play Rogue Trader RPG fleet / ship-to-ship battles. :)

I am not keen on the micromanagement things being offered here in a grand scale game like Battlefleet Gothic.

Offline Plaxor

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Re: Varied Weapons
« Reply #3 on: January 09, 2011, 11:15:48 PM »
Go play Rogue Trader RPG fleet / ship-to-ship battles. :)

I am not keen on the micromanagement things being offered here in a grand scale game like Battlefleet Gothic.

Lol, I have, and that is the reason I gave to bluedagger, that it wasn't worth the complication. Too much of a 40k gamer I told him. :)

But still, something to screw around with.